Еще больше рефакторинга
- Выделение меню в отдельную группу - Добавление отдельных модулей для функционала игр и для функционала часов - Переход на 5 компилятор, чтобы прошивка меньше весила (не влезает в C6) - Фикс варнингов для 5 компилятора
This commit is contained in:
@@ -23,4 +23,4 @@ void ClockManager_SetDuty(uint8_t value);
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// Сброс времени на 00:00:00
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void ClockManager_ResetTime(void);
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#endif
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#endif
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@@ -104,4 +104,4 @@ void Melody_Update(MelodyHandle* mh) {
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uint8_t Melody_IsPlaying(MelodyHandle* mh) {
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return mh->is_playing;
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}
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}
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@@ -24,4 +24,4 @@ void Melody_Stop(MelodyHandle* mh);
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void Melody_Update(MelodyHandle* mh);
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uint8_t Melody_IsPlaying(MelodyHandle* mh);
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#endif
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#endif
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@@ -1,195 +0,0 @@
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#include "menu.h"
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#include "segment.h"
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#include <string.h>
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#include <stdio.h>
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#define LONG_PRESS_MS 500
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MenuContext g_ctx;
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uint8_t g_sound_enabled = 1;
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extern bool ReadButton(Button_Type btn);
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extern MenuNode* Menu_GetRootMenu(void);
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void Menu_Init(MenuNode* startNode) {
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g_ctx.currentNode = startNode;
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g_ctx.needsRedraw = true;
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g_ctx.lastTick = 0;
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if (startNode && startNode->onEnter) {
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startNode->onEnter();
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}
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}
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// НОВАЯ ФУНКЦИЯ - открыть меню
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void Menu_OpenMenu(MenuNode* menu) {
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if (!menu) return;
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g_ctx.currentNode = menu;
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g_ctx.needsRedraw = true;
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if (menu->onEnter) {
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menu->onEnter();
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}
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}
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void Menu_HandleButton(Button_Type btn, bool longPress) {
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if (!g_ctx.currentNode) return;
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// Длинное нажатие SELECT на корневом уровне (часы) - вход в меню
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if (longPress && btn == BUTTON_SELECT && g_ctx.currentNode->parent == NULL) {
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SOUND_DOUBLE;
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MenuNode* rootMenu = Menu_GetRootMenu();
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if (rootMenu) {
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Menu_OpenMenu(rootMenu);
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}
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return;
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}
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if (g_ctx.currentNode->onButton) {
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if(btn == BUTTON_SELECT)
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{
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SOUND_DOUBLE;
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}
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else
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{
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SOUND_CLICK;
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}
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g_ctx.currentNode->onButton(btn, longPress);
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return;
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}
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if (g_ctx.currentNode->parent != NULL) {
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switch (btn) {
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case BUTTON_UP:
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SOUND_CLICK;
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if (g_ctx.currentNode->selectedChild > 0) {
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g_ctx.currentNode->selectedChild--;
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g_ctx.needsRedraw = true;
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}
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break;
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case BUTTON_DOWN:
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SOUND_CLICK;
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if (g_ctx.currentNode->selectedChild < g_ctx.currentNode->childCount - 1) {
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g_ctx.currentNode->selectedChild++;
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g_ctx.needsRedraw = true;
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}
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break;
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case BUTTON_SELECT: {
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SOUND_DOUBLE;
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if (g_ctx.currentNode->children) {
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MenuNode* selected = g_ctx.currentNode->children[g_ctx.currentNode->selectedChild];
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if (selected) {
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g_ctx.currentNode = selected;
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g_ctx.needsRedraw = true;
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if (selected->onEnter) {
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selected->onEnter();
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}
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}
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}
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break;
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}
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case BUTTON_BACK:
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SOUND_CLICK;
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Menu_GoBack();
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break;
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default:
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break;
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}
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}
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}
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void Menu_Process(void) {
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uint32_t tick = HAL_GetTick();
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// ОБРАБОТКА КНОПОК С ДЕБАУНСОМ
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for (int i = 0; i < BUTTON_COUNT; i++) {
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bool reading = ReadButton((Button_Type)i);
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if (reading != g_ctx.lastButtonState[i]) {
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g_ctx.lastDebounceTime[i] = tick;
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}
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if ((tick - g_ctx.lastDebounceTime[i]) > 30) { // DEBOUNCE_MS = 30
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if (reading != g_ctx.buttonState[i]) {
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g_ctx.buttonState[i] = reading;
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if (g_ctx.buttonState[i]) {
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g_ctx.pressStartTime[i] = tick;
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g_ctx.longPressTriggered[i] = false;
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} else {
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if (!g_ctx.longPressTriggered[i]) {
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Menu_HandleButton((Button_Type)i, false);
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}
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}
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}
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}
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if (g_ctx.buttonState[i] && !g_ctx.longPressTriggered[i]) {
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if ((tick - g_ctx.pressStartTime[i]) >= LONG_PRESS_MS) {
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g_ctx.longPressTriggered[i] = true;
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Menu_HandleButton((Button_Type)i, true);
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}
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}
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g_ctx.lastButtonState[i] = reading;
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}
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if (g_ctx.currentNode && g_ctx.currentNode->onUpdate) {
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g_ctx.currentNode->onUpdate();
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}
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if (tick - g_ctx.lastTick >= 200) {
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g_ctx.lastTick = tick;
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g_ctx.needsRedraw = true;
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}
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if ((g_ctx.needsRedraw && g_ctx.currentNode && g_ctx.currentNode->display) ||
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(g_ctx.currentNode && g_ctx.currentNode->display && g_ctx.currentNode->needsRedraw)) {
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g_ctx.currentNode->display();
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g_ctx.needsRedraw = false;
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}
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}
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void Menu_GoBack(void) {
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if (g_ctx.currentNode && g_ctx.currentNode->parent) {
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g_ctx.currentNode = g_ctx.currentNode->parent;
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g_ctx.needsRedraw = true;
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if (g_ctx.currentNode->onEnter) {
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g_ctx.currentNode->onEnter();
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}
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}
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}
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void Menu_Refresh(void) {
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g_ctx.needsRedraw = true;
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}
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MenuNode* Menu_GetCurrentNode(void) {
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return g_ctx.currentNode;
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}
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void Menu_Sound_On(void) {
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g_sound_enabled = 1;
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SOUND_SUCCESS;
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}
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void Menu_Sound_Off(void) {
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g_sound_enabled = 0;
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}
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void Menu_Sound_Toggle(void) {
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if (g_sound_enabled) {
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Menu_Sound_Off();
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} else {
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Menu_Sound_On();
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}
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}
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uint8_t Menu_Sound_IsEnabled(void) {
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return g_sound_enabled;
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}
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@@ -1,70 +0,0 @@
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#ifndef MENU_H
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#define MENU_H
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#include <stdint.h>
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#include <stdbool.h>
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#include "main.h"
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#include "melody.h"
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// Макросы звуковых эффектов
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#define SFX_BPM 480
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#define SOUND_CLICK if(g_sound_enabled) Melody_Play(&melody, &SFX_Click, SFX_BPM)
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#define SOUND_DOUBLE if(g_sound_enabled) Melody_Play(&melody, &SFX_DoubleBeep, SFX_BPM)
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#define SOUND_ERROR if(g_sound_enabled) Melody_Play(&melody, &SFX_Error, SFX_BPM)
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#define SOUND_SUCCESS if(g_sound_enabled) Melody_Play(&melody, &SFX_Success, SFX_BPM)
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typedef enum {
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BUTTON_UP,
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BUTTON_DOWN,
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BUTTON_SELECT,
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BUTTON_BACK,
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BUTTON_COUNT
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} Button_Type;
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typedef struct MenuNode {
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const char* name;
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struct MenuNode* parent;
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struct MenuNode** children;
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uint8_t childCount;
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uint8_t selectedChild;
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uint8_t needsRedraw;
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void (*display)(void);
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void (*onEnter)(void);
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void (*onUpdate)(void);
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void (*onButton)(Button_Type btn, bool longPress);
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void* data;
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} MenuNode;
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typedef struct {
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MenuNode* currentNode;
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uint32_t lastTick;
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bool needsRedraw;
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uint32_t lastDebounceTime[BUTTON_COUNT];
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uint8_t lastButtonState[BUTTON_COUNT];
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uint8_t buttonState[BUTTON_COUNT];
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uint32_t pressStartTime[BUTTON_COUNT];
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uint8_t longPressTriggered[BUTTON_COUNT];
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} MenuContext;
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// Глобальные переменные
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extern uint8_t g_sound_enabled;
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extern MenuContext g_ctx;
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// Функции
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void Menu_Init(MenuNode* startNode);
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void Menu_Process(void);
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void Menu_HandleButton(Button_Type btn, bool longPress);
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void Menu_GoBack(void);
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void Menu_Refresh(void);
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MenuNode* Menu_GetCurrentNode(void);
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void Menu_OpenMenu(MenuNode* menu);
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void Menu_Sound_On(void);
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void Menu_Sound_Off(void);
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void Menu_Sound_Toggle(void);
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uint8_t Menu_Sound_IsEnabled(void);
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#endif
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@@ -1,695 +0,0 @@
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#include "menu_items.h"
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#include "segment.h"
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#include "clock_manager.h"
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#include <string.h>
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#include <stdio.h>
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#include <stdlib.h>
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static MenuNode g_rootMenu;
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// Сначала объявляем узлы активностей
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MenuNode g_clockNode;
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MenuNode g_timerNode;
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MenuNode g_stopwatchNode;
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MenuNode g_ZeroMillisNode;
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MenuNode g_ReactionTimeNode;
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MenuNode g_ClickerTimeNode;
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// Потом объявляем узлы меню
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MenuNode g_gamesNode;
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MenuNode g_settingsNode;
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MenuNode g_timeEditNode;
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MenuNode g_dutyEditNode;
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MenuNode g_LEDEditNode;
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MenuNode g_MenuSoundNode;
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MenuNode g_PowerOnSongNode;
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MenuNode g_SongNode;
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MenuNode g_resetNode;
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// ==================== Данные ====================
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typedef struct {
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time_t editTime;
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uint8_t editStep;
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bool blinkState;
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uint32_t lastBlink;
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} TimeEditData;
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typedef struct {
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uint32_t startTime;
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uint32_t pressTime;
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bool celebrating;
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bool result;
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int32_t diff_ms;
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uint8_t state;
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} Game1SecData;
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typedef struct {
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uint32_t waitStart;
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uint32_t ledOnTime;
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uint32_t reactionTime;
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uint8_t state;
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} GameReactionData;
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typedef struct {
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uint32_t endTime;
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uint16_t clicks;
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bool active;
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bool finished;
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} GameClickerData;
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static TimeEditData g_timeData;
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static uint8_t g_originalDuty;
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static uint8_t g_editDuty;
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static Game1SecData g_game1sec;
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static GameReactionData g_gameReaction;
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static GameClickerData g_gameClicker;
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// Текущая активность в корне
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static MenuNode* g_currentActivity = NULL;
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// ==================== Функции отображения активностей ====================
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static void Display_Clock(void) {
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time_t now = ClockManager_GetTime(1);
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char buf[7];
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sprintf(buf, "%02d%02d%02d", now.hour, now.min, now.sec);
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Segment_SetString(buf);
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}
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static void Display_Timer(void) {
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Segment_SetString("TIMER ");
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}
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static void Display_Stopwatch(void) {
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Segment_SetString("SECOND ");
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}
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static void Display_ZeroMillis(void) {
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char buf[7];
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switch (g_game1sec.state) {
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case 0:
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g_game1sec.celebrating = 0;
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sprintf(buf, "START"); break;
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case 1:
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g_game1sec.diff_ms = (HAL_GetTick() - g_game1sec.startTime);
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case 2:
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sprintf(buf, " %4d", g_game1sec.diff_ms/10);
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break;
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default: sprintf(buf, "ERROR"); break;
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}
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if(g_game1sec.state == 2)
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{
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if((g_game1sec.diff_ms/10)%100 == 0)
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{
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if(!g_game1sec.celebrating)
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{
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g_game1sec.celebrating = 1;
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Melody_Play(&melody, &Polyphia_PlayingGod, 134);
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}
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}
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}
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Segment_SetString(buf);
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}
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static void Display_Reaction(void) {
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char buf[7];
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switch (g_gameReaction.state) {
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case 0: sprintf(buf, "START"); break;
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case 1: sprintf(buf, " "); break;
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case 2: sprintf(buf, "888888"); break;
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case 3: sprintf(buf, "%6d", g_gameReaction.reactionTime); break;
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default: sprintf(buf, "ERROR"); break;
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}
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Segment_SetString(buf);
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}
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static void Display_Clicker(void) {
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char buf[7];
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if (!g_gameClicker.active && !g_gameClicker.finished) {
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sprintf(buf, "START");
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} else if (g_gameClicker.active) {
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uint32_t remaining = (g_gameClicker.endTime - HAL_GetTick()) / 1000;
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sprintf(buf, "%2d %3d", remaining, g_gameClicker.clicks);
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} else {
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sprintf(buf, " %3d", g_gameClicker.clicks);
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}
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Segment_SetString(buf);
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}
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static void Display_MenuItem(void) {
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MenuNode* current = Menu_GetCurrentNode();
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if (current && current->selectedChild < current->childCount) {
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const char* name = current->children[current->selectedChild]->name;
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char buf[7];
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sprintf(buf, "%-6.6s", name);
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Segment_SetString(buf);
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}
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}
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static void Display_TimeEdit(void) {
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char buf[7];
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sprintf(buf, "%02d%02d%02d",
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g_timeData.editTime.hour,
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g_timeData.editTime.min,
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g_timeData.editTime.sec);
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if (g_timeData.blinkState && g_timeData.editStep < 6) {
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buf[g_timeData.editStep] = ' ';
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}
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Segment_SetString(buf);
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}
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static void Display_DutyEdit(void) {
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char buf[7] = "DUTY ";
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if (g_editDuty == 10) {
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buf[4] = '1';
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buf[5] = '0';
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} else {
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buf[5] = '0' + g_editDuty;
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}
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Segment_SetString(buf);
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}
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static void Display_Reset(void) {
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Segment_SetString("RESET ");
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}
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// ==================== Вход в активности ====================
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static void OnEnter_Clock(void) {
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g_currentActivity = &g_clockNode;
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g_rootMenu.parent = &g_clockNode;
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}
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static void OnEnter_Timer(void) {
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g_currentActivity = &g_timerNode;
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g_rootMenu.parent = &g_timerNode;
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}
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static void OnEnter_Stopwatch(void) {
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g_currentActivity = &g_stopwatchNode;
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g_rootMenu.parent = &g_stopwatchNode;
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}
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static void OnEnter_ZeroMillis(void) {
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g_game1sec.state = 0;
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Menu_Refresh();
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}
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static void OnEnter_Reaction(void) {
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g_gameReaction.state = 0;
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Menu_Refresh();
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}
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static void OnEnter_Clicker(void) {
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g_gameClicker.active = false;
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g_gameClicker.finished = false;
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g_gameClicker.clicks = 0;
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Menu_Refresh();
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}
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static void OnEnter_TimeEdit(void) {
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g_timeData.editTime = ClockManager_GetTime(0);
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g_timeData.editStep = 0;
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g_timeData.blinkState = true;
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g_timeData.lastBlink = HAL_GetTick();
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}
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static void OnEnter_DutyEdit(void) {
|
||||
g_originalDuty = ClockManager_GetDuty();
|
||||
g_editDuty = g_originalDuty;
|
||||
Segment_SetBrightness(g_editDuty * 10);
|
||||
}
|
||||
|
||||
static void OnEnter_Reset(void) {}
|
||||
|
||||
// ==================== Обновления ====================
|
||||
static void OnUpdate_TimeEdit(void) {
|
||||
uint32_t tick = HAL_GetTick();
|
||||
if (tick - g_timeData.lastBlink >= 500) {
|
||||
g_timeData.lastBlink = tick;
|
||||
g_timeData.blinkState = !g_timeData.blinkState;
|
||||
Menu_Refresh();
|
||||
}
|
||||
}
|
||||
|
||||
static void OnUpdate_Reaction(void) {
|
||||
uint32_t tick = HAL_GetTick();
|
||||
if (g_gameReaction.state == 1) {
|
||||
if (tick - g_gameReaction.waitStart >= g_gameReaction.ledOnTime) {
|
||||
g_gameReaction.state = 2;
|
||||
g_gameReaction.waitStart = tick;
|
||||
Menu_Refresh();
|
||||
}
|
||||
}
|
||||
else if (g_gameReaction.state == 2) {
|
||||
if (tick - g_gameReaction.waitStart >= 2000) {
|
||||
g_gameReaction.state = 3;
|
||||
g_gameReaction.reactionTime = 999;
|
||||
Menu_Refresh();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void OnUpdate_Clicker(void) {
|
||||
if (g_gameClicker.active && HAL_GetTick() >= g_gameClicker.endTime) {
|
||||
g_gameClicker.active = false;
|
||||
g_gameClicker.finished = true;
|
||||
Menu_Refresh();
|
||||
}
|
||||
}
|
||||
|
||||
// ==================== Обработчики кнопок активностей ====================
|
||||
static void Clock_OnButton(Button_Type btn, bool longPress) {
|
||||
if (longPress && btn == BUTTON_SELECT) {
|
||||
Menu_OpenMenu(&g_rootMenu);
|
||||
}
|
||||
}
|
||||
|
||||
static void Timer_OnButton(Button_Type btn, bool longPress) {
|
||||
if (longPress && btn == BUTTON_SELECT) {
|
||||
Menu_OpenMenu(&g_rootMenu);
|
||||
}
|
||||
}
|
||||
|
||||
static void Stopwatch_OnButton(Button_Type btn, bool longPress) {
|
||||
if (longPress && btn == BUTTON_SELECT) {
|
||||
Menu_OpenMenu(&g_rootMenu);
|
||||
}
|
||||
}
|
||||
|
||||
static void ZeroMillis_OnButton(Button_Type btn, bool longPress) {
|
||||
if (longPress && btn == BUTTON_SELECT) {
|
||||
Menu_OpenMenu(&g_rootMenu);
|
||||
return;
|
||||
}
|
||||
if (btn == BUTTON_BACK) {
|
||||
Menu_GoBack();
|
||||
}
|
||||
|
||||
uint32_t tick = HAL_GetTick();
|
||||
if (g_game1sec.state == 0 && btn == BUTTON_SELECT) {
|
||||
g_game1sec.state = 1;
|
||||
g_game1sec.startTime = tick;
|
||||
Menu_Refresh();
|
||||
}
|
||||
else if ((btn == BUTTON_SELECT) && (g_game1sec.state == 1)) {
|
||||
g_game1sec.state = 2;
|
||||
g_game1sec.pressTime = HAL_GetTick();
|
||||
g_game1sec.diff_ms = (g_game1sec.pressTime - g_game1sec.startTime);
|
||||
if (g_game1sec.diff_ms < 0) g_game1sec.diff_ms = -g_game1sec.diff_ms;
|
||||
Menu_Refresh();
|
||||
}
|
||||
else if ((g_game1sec.state == 2) && (btn == BUTTON_SELECT))
|
||||
{
|
||||
g_game1sec.state = 0;
|
||||
}
|
||||
}
|
||||
|
||||
static void Reaction_OnButton(Button_Type btn, bool longPress) {
|
||||
if (longPress && btn == BUTTON_SELECT) {
|
||||
Menu_OpenMenu(&g_rootMenu);
|
||||
return;
|
||||
}
|
||||
|
||||
if (btn == BUTTON_BACK) {
|
||||
Menu_GoBack();
|
||||
}
|
||||
|
||||
uint32_t tick = HAL_GetTick();
|
||||
if (g_gameReaction.state == 0 && btn == BUTTON_SELECT) {
|
||||
g_gameReaction.state = 1;
|
||||
g_gameReaction.waitStart = tick;
|
||||
g_gameReaction.ledOnTime = 1000 + (rand() % 4000);
|
||||
Menu_Refresh();
|
||||
}
|
||||
else if (g_gameReaction.state == 2 && btn == BUTTON_SELECT) {
|
||||
g_gameReaction.reactionTime = tick - g_gameReaction.waitStart;
|
||||
g_gameReaction.state = 3;
|
||||
Menu_Refresh();
|
||||
}
|
||||
else if ((g_gameReaction.state == 3) && (btn == BUTTON_SELECT))
|
||||
{
|
||||
g_gameReaction.state = 0;
|
||||
}
|
||||
}
|
||||
|
||||
static void Clicker_OnButton(Button_Type btn, bool longPress) {
|
||||
if (longPress && btn == BUTTON_SELECT) {
|
||||
Menu_OpenMenu(&g_rootMenu);
|
||||
return;
|
||||
}
|
||||
|
||||
if (btn == BUTTON_BACK) {
|
||||
Menu_GoBack();
|
||||
}
|
||||
|
||||
if (!g_gameClicker.active && !g_gameClicker.finished && btn == BUTTON_SELECT) {
|
||||
g_gameClicker.active = true;
|
||||
g_gameClicker.endTime = HAL_GetTick() + 10000;
|
||||
g_gameClicker.clicks = 0;
|
||||
Menu_Refresh();
|
||||
}
|
||||
else if (g_gameClicker.active && btn == BUTTON_UP) {
|
||||
g_gameClicker.clicks++;
|
||||
Menu_Refresh();
|
||||
}
|
||||
else if (g_gameClicker.finished && (btn == BUTTON_SELECT))
|
||||
{
|
||||
g_gameClicker.finished = 0;
|
||||
g_gameClicker.active = 0;
|
||||
}
|
||||
}
|
||||
|
||||
static void TimeEdit_OnButton(Button_Type btn, bool longPress) {
|
||||
(void)longPress;
|
||||
|
||||
switch (btn) {
|
||||
case BUTTON_UP: {
|
||||
uint8_t tens, units;
|
||||
switch (g_timeData.editStep) {
|
||||
case 0:
|
||||
tens = g_timeData.editTime.hour / 10;
|
||||
units = g_timeData.editTime.hour % 10;
|
||||
tens = (tens + 1) % 3;
|
||||
g_timeData.editTime.hour = tens * 10 + units;
|
||||
break;
|
||||
case 1:
|
||||
tens = g_timeData.editTime.hour / 10;
|
||||
units = (g_timeData.editTime.hour % 10 + 1) % 10;
|
||||
if (tens == 2 && units > 3) units = 0;
|
||||
g_timeData.editTime.hour = tens * 10 + units;
|
||||
break;
|
||||
case 2:
|
||||
tens = (g_timeData.editTime.min / 10 + 1) % 6;
|
||||
g_timeData.editTime.min = tens * 10 + (g_timeData.editTime.min % 10);
|
||||
break;
|
||||
case 3:
|
||||
units = (g_timeData.editTime.min % 10 + 1) % 10;
|
||||
g_timeData.editTime.min = (g_timeData.editTime.min / 10) * 10 + units;
|
||||
break;
|
||||
case 4:
|
||||
tens = (g_timeData.editTime.sec / 10 + 1) % 6;
|
||||
g_timeData.editTime.sec = tens * 10 + (g_timeData.editTime.sec % 10);
|
||||
break;
|
||||
case 5:
|
||||
units = (g_timeData.editTime.sec % 10 + 1) % 10;
|
||||
g_timeData.editTime.sec = (g_timeData.editTime.sec / 10) * 10 + units;
|
||||
break;
|
||||
}
|
||||
Menu_Refresh();
|
||||
break;
|
||||
}
|
||||
case BUTTON_DOWN: {
|
||||
uint8_t tens, units;
|
||||
switch (g_timeData.editStep) {
|
||||
case 0:
|
||||
tens = g_timeData.editTime.hour / 10;
|
||||
units = g_timeData.editTime.hour % 10;
|
||||
tens = (tens == 0) ? 2 : tens - 1;
|
||||
g_timeData.editTime.hour = tens * 10 + units;
|
||||
break;
|
||||
case 1:
|
||||
tens = g_timeData.editTime.hour / 10;
|
||||
units = g_timeData.editTime.hour % 10;
|
||||
if (units == 0) units = (tens == 2) ? 3 : 9;
|
||||
else units--;
|
||||
g_timeData.editTime.hour = tens * 10 + units;
|
||||
break;
|
||||
case 2:
|
||||
tens = g_timeData.editTime.min / 10;
|
||||
tens = (tens == 0) ? 5 : tens - 1;
|
||||
g_timeData.editTime.min = tens * 10 + (g_timeData.editTime.min % 10);
|
||||
break;
|
||||
case 3:
|
||||
units = g_timeData.editTime.min % 10;
|
||||
units = (units == 0) ? 9 : units - 1;
|
||||
g_timeData.editTime.min = (g_timeData.editTime.min / 10) * 10 + units;
|
||||
break;
|
||||
case 4:
|
||||
tens = g_timeData.editTime.sec / 10;
|
||||
tens = (tens == 0) ? 5 : tens - 1;
|
||||
g_timeData.editTime.sec = tens * 10 + (g_timeData.editTime.sec % 10);
|
||||
break;
|
||||
case 5:
|
||||
units = g_timeData.editTime.sec % 10;
|
||||
units = (units == 0) ? 9 : units - 1;
|
||||
g_timeData.editTime.sec = (g_timeData.editTime.sec / 10) * 10 + units;
|
||||
break;
|
||||
}
|
||||
Menu_Refresh();
|
||||
break;
|
||||
}
|
||||
case BUTTON_SELECT:
|
||||
g_timeData.editStep++;
|
||||
if (g_timeData.editStep >= 6) {
|
||||
ClockManager_SetTime(g_timeData.editTime.hour,
|
||||
g_timeData.editTime.min,
|
||||
g_timeData.editTime.sec);
|
||||
Menu_GoBack();
|
||||
}
|
||||
Menu_Refresh();
|
||||
break;
|
||||
case BUTTON_BACK:
|
||||
Menu_GoBack();
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
static void DutyEdit_OnButton(Button_Type btn, bool longPress) {
|
||||
(void)longPress;
|
||||
switch (btn) {
|
||||
case BUTTON_UP:
|
||||
if (g_editDuty < 10) {
|
||||
g_editDuty++;
|
||||
Segment_SetBrightness(g_editDuty * 10);
|
||||
Menu_Refresh();
|
||||
}
|
||||
break;
|
||||
case BUTTON_DOWN:
|
||||
if (g_editDuty > 0) {
|
||||
g_editDuty--;
|
||||
Segment_SetBrightness(g_editDuty * 10);
|
||||
Menu_Refresh();
|
||||
}
|
||||
break;
|
||||
case BUTTON_SELECT:
|
||||
ClockManager_SetDuty(g_editDuty);
|
||||
Menu_GoBack();
|
||||
break;
|
||||
case BUTTON_BACK:
|
||||
ClockManager_SetDuty(g_originalDuty);
|
||||
Menu_GoBack();
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
static void Reset_OnButton(Button_Type btn, bool longPress) {
|
||||
|
||||
if ((btn == BUTTON_SELECT) && longPress) {
|
||||
ClockManager_ResetTime();
|
||||
ClockManager_SetDuty(5);
|
||||
Menu_GoBack();
|
||||
}
|
||||
}
|
||||
|
||||
// ==================== Узлы активностей (корень) ====================
|
||||
MenuNode g_clockNode = {
|
||||
.name = "CLOC",
|
||||
.parent = NULL,
|
||||
.children = NULL,
|
||||
.childCount = 0,
|
||||
.selectedChild = 0,
|
||||
.display = Display_Clock,
|
||||
.onEnter = OnEnter_Clock,
|
||||
.onUpdate = NULL,
|
||||
.onButton = Clock_OnButton,
|
||||
.data = NULL
|
||||
};
|
||||
|
||||
MenuNode g_timerNode = {
|
||||
.name = "TIMER",
|
||||
.parent = NULL,
|
||||
.children = NULL,
|
||||
.childCount = 0,
|
||||
.selectedChild = 0,
|
||||
.display = Display_Timer,
|
||||
.onEnter = OnEnter_Timer,
|
||||
.onUpdate = NULL,
|
||||
.onButton = Timer_OnButton,
|
||||
.data = NULL
|
||||
};
|
||||
|
||||
MenuNode g_stopwatchNode = {
|
||||
.name = "SECOND",
|
||||
.parent = NULL,
|
||||
.children = NULL,
|
||||
.childCount = 0,
|
||||
.selectedChild = 0,
|
||||
.display = Display_Stopwatch,
|
||||
.onEnter = OnEnter_Stopwatch,
|
||||
.onUpdate = NULL,
|
||||
.onButton = Stopwatch_OnButton,
|
||||
.data = NULL
|
||||
};
|
||||
|
||||
MenuNode g_ZeroMillisNode = {
|
||||
.name = "00 SEC",
|
||||
.parent = &g_gamesNode,
|
||||
.children = NULL,
|
||||
.childCount = 0,
|
||||
.selectedChild = 0,
|
||||
.needsRedraw = 1,
|
||||
.display = Display_ZeroMillis,
|
||||
.onEnter = OnEnter_ZeroMillis,
|
||||
.onUpdate = NULL,
|
||||
.onButton = ZeroMillis_OnButton,
|
||||
.data = &g_game1sec
|
||||
};
|
||||
|
||||
MenuNode g_ReactionTimeNode = {
|
||||
.name = "CSTEST",
|
||||
.parent = &g_gamesNode,
|
||||
.children = NULL,
|
||||
.childCount = 0,
|
||||
.selectedChild = 0,
|
||||
.display = Display_Reaction,
|
||||
.onEnter = OnEnter_Reaction,
|
||||
.onUpdate = OnUpdate_Reaction,
|
||||
.onButton = Reaction_OnButton,
|
||||
.data = &g_gameReaction
|
||||
};
|
||||
|
||||
MenuNode g_ClickerTimeNode = {
|
||||
.name = "CLICER",
|
||||
.parent = &g_gamesNode,
|
||||
.children = NULL,
|
||||
.childCount = 0,
|
||||
.selectedChild = 0,
|
||||
.display = Display_Clicker,
|
||||
.onEnter = OnEnter_Clicker,
|
||||
.onUpdate = OnUpdate_Clicker,
|
||||
.onButton = Clicker_OnButton,
|
||||
.data = &g_gameClicker
|
||||
};
|
||||
|
||||
// ==================== Узлы меню ====================
|
||||
MenuNode g_gamesNode;
|
||||
MenuNode g_settingsNode;
|
||||
MenuNode g_timeEditNode;
|
||||
MenuNode g_dutyEditNode;
|
||||
MenuNode g_LEDEditNode;
|
||||
MenuNode g_MenuSoundNode;
|
||||
MenuNode g_PowerOnSongNode;
|
||||
MenuNode g_SongNode;
|
||||
MenuNode g_resetNode;
|
||||
|
||||
static MenuNode* g_gamesChildren[] = {
|
||||
&g_ZeroMillisNode,
|
||||
&g_ReactionTimeNode,
|
||||
&g_ClickerTimeNode
|
||||
};
|
||||
|
||||
static MenuNode* g_settingsChildren[] = {
|
||||
&g_timeEditNode,
|
||||
&g_dutyEditNode,
|
||||
&g_LEDEditNode,
|
||||
&g_MenuSoundNode,
|
||||
&g_PowerOnSongNode,
|
||||
&g_SongNode,
|
||||
&g_resetNode
|
||||
};
|
||||
|
||||
static MenuNode* g_mainMenuChildren[] = {
|
||||
&g_clockNode,
|
||||
&g_timerNode,
|
||||
&g_stopwatchNode,
|
||||
&g_gamesNode,
|
||||
&g_settingsNode
|
||||
};
|
||||
|
||||
static MenuNode g_rootMenu = {
|
||||
.name = "MAIN",
|
||||
.parent = NULL,
|
||||
.children = g_mainMenuChildren,
|
||||
.childCount = 5,
|
||||
.selectedChild = 0,
|
||||
.display = Display_MenuItem,
|
||||
.onEnter = NULL,
|
||||
.onUpdate = NULL,
|
||||
.onButton = NULL,
|
||||
.data = NULL
|
||||
};
|
||||
|
||||
void MenuItems_Init(void) {
|
||||
g_gamesNode = (MenuNode){
|
||||
.name = "PLAY",
|
||||
.parent = &g_rootMenu,
|
||||
.children = g_gamesChildren,
|
||||
.childCount = 3,
|
||||
.selectedChild = 0,
|
||||
.display = Display_MenuItem,
|
||||
.onEnter = NULL,
|
||||
.onUpdate = NULL,
|
||||
.onButton = NULL,
|
||||
.data = NULL
|
||||
};
|
||||
|
||||
g_settingsNode = (MenuNode){
|
||||
.name = "SETUP",
|
||||
.parent = &g_rootMenu,
|
||||
.children = g_settingsChildren,
|
||||
.childCount = 7,
|
||||
.selectedChild = 0,
|
||||
.display = Display_MenuItem,
|
||||
.onEnter = NULL,
|
||||
.onUpdate = NULL,
|
||||
.onButton = NULL,
|
||||
.data = NULL
|
||||
};
|
||||
|
||||
g_timeEditNode = (MenuNode){
|
||||
.name = "SET T",
|
||||
.parent = &g_settingsNode,
|
||||
.children = NULL,
|
||||
.childCount = 0,
|
||||
.selectedChild = 0,
|
||||
.display = Display_TimeEdit,
|
||||
.onEnter = OnEnter_TimeEdit,
|
||||
.onUpdate = OnUpdate_TimeEdit,
|
||||
.onButton = TimeEdit_OnButton,
|
||||
.data = &g_timeData
|
||||
};
|
||||
|
||||
g_dutyEditNode = (MenuNode){
|
||||
.name = "SET D",
|
||||
.parent = &g_settingsNode,
|
||||
.children = NULL,
|
||||
.childCount = 0,
|
||||
.selectedChild = 0,
|
||||
.display = Display_DutyEdit,
|
||||
.onEnter = OnEnter_DutyEdit,
|
||||
.onUpdate = NULL,
|
||||
.onButton = DutyEdit_OnButton,
|
||||
.data = &g_editDuty
|
||||
};
|
||||
|
||||
g_resetNode = (MenuNode){
|
||||
.name = "RESET",
|
||||
.parent = &g_settingsNode,
|
||||
.children = NULL,
|
||||
.childCount = 0,
|
||||
.selectedChild = 0,
|
||||
.display = Display_Reset,
|
||||
.onEnter = OnEnter_Reset,
|
||||
.onUpdate = NULL,
|
||||
.onButton = Reset_OnButton,
|
||||
.data = NULL
|
||||
};
|
||||
}
|
||||
|
||||
MenuNode* Menu_GetRootMenu(void) {
|
||||
return &g_rootMenu;
|
||||
}
|
||||
|
||||
MenuNode* Menu_GetCurrentActivity(void) {
|
||||
return g_currentActivity;
|
||||
}
|
||||
@@ -1,19 +0,0 @@
|
||||
#ifndef MENU_ITEMS_H
|
||||
#define MENU_ITEMS_H
|
||||
|
||||
#include "menu.h"
|
||||
|
||||
// Глобальные узлы меню (для доступа из main.c)
|
||||
extern MenuNode g_clockNode;
|
||||
extern MenuNode g_timerNode;
|
||||
extern MenuNode g_stopwatchNode;
|
||||
extern MenuNode g_gamesNode;
|
||||
extern MenuNode g_settingsNode;
|
||||
extern MenuNode g_timeEditNode;
|
||||
extern MenuNode g_dutyEditNode;
|
||||
extern MenuNode g_resetNode;
|
||||
|
||||
// Инициализация всех пунктов меню
|
||||
void MenuItems_Init(void);
|
||||
|
||||
#endif
|
||||
@@ -158,4 +158,4 @@ typedef struct {
|
||||
#define NOTE_REST 0
|
||||
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
||||
@@ -13,13 +13,13 @@ volatile uint8_t GLOBAL_BRIGHTNESS = 100; // Глобальная ярко
|
||||
#define SWAP_BIT5_BIT6(x) (((x) & 0x9F) | (((x) & 0x20) << 1) | (((x) & 0x40) >> 1))
|
||||
|
||||
// Макросы для быстрой работы с пинами (вместо HAL_GPIO_WritePin)
|
||||
#define SET_SEGMENT_A(val) SEGMENT_A_GPIO_Port->BSRR = (SEGMENT_A_Pin << 16) | ((val) ? 0 : SEGMENT_A_Pin)
|
||||
#define SET_SEGMENT_B(val) SEGMENT_B_GPIO_Port->BSRR = (SEGMENT_B_Pin << 16) | ((val) ? 0 : SEGMENT_B_Pin)
|
||||
#define SET_SEGMENT_C(val) SEGMENT_C_GPIO_Port->BSRR = (SEGMENT_C_Pin << 16) | ((val) ? 0 : SEGMENT_C_Pin)
|
||||
#define SET_SEGMENT_D(val) SEGMENT_D_GPIO_Port->BSRR = (SEGMENT_D_Pin << 16) | ((val) ? 0 : SEGMENT_D_Pin)
|
||||
#define SET_SEGMENT_E(val) SEGMENT_E_GPIO_Port->BSRR = (SEGMENT_E_Pin << 16) | ((val) ? 0 : SEGMENT_E_Pin)
|
||||
#define SET_SEGMENT_F(val) SEGMENT_F_GPIO_Port->BSRR = (SEGMENT_F_Pin << 16) | ((val) ? 0 : SEGMENT_F_Pin)
|
||||
#define SET_SEGMENT_G(val) SEGMENT_G_GPIO_Port->BSRR = (SEGMENT_G_Pin << 16) | ((val) ? 0 : SEGMENT_G_Pin)
|
||||
#define SET_SEGMENT_A(val) SEGMENT_A_GPIO_Port->BSRR = ((uint32_t)SEGMENT_A_Pin << 16) | ((val) ? 0 : SEGMENT_A_Pin)
|
||||
#define SET_SEGMENT_B(val) SEGMENT_B_GPIO_Port->BSRR = ((uint32_t)SEGMENT_B_Pin << 16) | ((val) ? 0 : SEGMENT_B_Pin)
|
||||
#define SET_SEGMENT_C(val) SEGMENT_C_GPIO_Port->BSRR = ((uint32_t)SEGMENT_C_Pin << 16) | ((val) ? 0 : SEGMENT_C_Pin)
|
||||
#define SET_SEGMENT_D(val) SEGMENT_D_GPIO_Port->BSRR = ((uint32_t)SEGMENT_D_Pin << 16) | ((val) ? 0 : SEGMENT_D_Pin)
|
||||
#define SET_SEGMENT_E(val) SEGMENT_E_GPIO_Port->BSRR = ((uint32_t)SEGMENT_E_Pin << 16) | ((val) ? 0 : SEGMENT_E_Pin)
|
||||
#define SET_SEGMENT_F(val) SEGMENT_F_GPIO_Port->BSRR = ((uint32_t)SEGMENT_F_Pin << 16) | ((val) ? 0 : SEGMENT_F_Pin)
|
||||
#define SET_SEGMENT_G(val) SEGMENT_G_GPIO_Port->BSRR = ((uint32_t)SEGMENT_G_Pin << 16) | ((val) ? 0 : SEGMENT_G_Pin)
|
||||
|
||||
// ==================== Таблица символов ====================
|
||||
// Для общего анода: 0 - сегмент горит, 1 - сегмент не горит
|
||||
|
||||
@@ -31,4 +31,4 @@ void Segment_SetBrightness(uint8_t percent);
|
||||
// Вызывается каждые PROCESS_INTERVAL_US микросекунд или из таймера
|
||||
void Segment_Process(void);
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
||||
@@ -123,4 +123,4 @@ static const Note_t Polyphia_PlayingGod_Notes[] = {
|
||||
{SI2, NOTE_SIXTEENTH},
|
||||
{MI3, NOTE_SIXTEENTH},
|
||||
};
|
||||
static Melody_t Polyphia_PlayingGod = {song_length(Polyphia_PlayingGod_Notes), Polyphia_PlayingGod_Notes};
|
||||
static Melody_t Polyphia_PlayingGod = {song_length(Polyphia_PlayingGod_Notes), Polyphia_PlayingGod_Notes};
|
||||
|
||||
@@ -51,4 +51,4 @@ static const Note_t SFX_Alarm_Notes[] = {
|
||||
{NOTE_REST, NOTE_EIGHTH},
|
||||
{LA4, NOTE_EIGHTH}
|
||||
};
|
||||
static Melody_t SFX_Alarm = {song_length(SFX_Alarm_Notes), SFX_Alarm_Notes};
|
||||
static Melody_t SFX_Alarm = {song_length(SFX_Alarm_Notes), SFX_Alarm_Notes};
|
||||
|
||||
Reference in New Issue
Block a user