- 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
354 lines
10 KiB
C
354 lines
10 KiB
C
#include "menu_items.h"
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#include "segment.h"
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#include "clock_manager.h"
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#include "games.h"
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#include "clock.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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MenuNode g_rootMenu;
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// 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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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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// Текущая активность в корне
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MenuNode* g_currentActivity = NULL;
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// ==================== Функции отображения активностей ====================
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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_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) {
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g_originalDuty = ClockManager_GetDuty();
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g_editDuty = g_originalDuty;
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Segment_SetBrightness(g_editDuty * 10);
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}
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static void OnEnter_Reset(void) {}
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// ==================== Обновления ====================
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static void OnUpdate_TimeEdit(void) {
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uint32_t tick = HAL_GetTick();
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if (tick - g_timeData.lastBlink >= 500) {
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g_timeData.lastBlink = tick;
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g_timeData.blinkState = !g_timeData.blinkState;
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Menu_Refresh();
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}
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}
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// ==================== Обработчики кнопок активностей ====================
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static void TimeEdit_OnButton(Button_Type btn, bool longPress) {
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(void)longPress;
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switch (btn) {
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case BUTTON_UP: {
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uint8_t tens, units;
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switch (g_timeData.editStep) {
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case 0:
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tens = g_timeData.editTime.hour / 10;
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units = g_timeData.editTime.hour % 10;
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tens = (tens + 1) % 3;
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g_timeData.editTime.hour = tens * 10 + units;
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break;
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case 1:
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tens = g_timeData.editTime.hour / 10;
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units = (g_timeData.editTime.hour % 10 + 1) % 10;
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if (tens == 2 && units > 3) units = 0;
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g_timeData.editTime.hour = tens * 10 + units;
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break;
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case 2:
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tens = (g_timeData.editTime.min / 10 + 1) % 6;
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g_timeData.editTime.min = tens * 10 + (g_timeData.editTime.min % 10);
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break;
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case 3:
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units = (g_timeData.editTime.min % 10 + 1) % 10;
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g_timeData.editTime.min = (g_timeData.editTime.min / 10) * 10 + units;
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break;
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case 4:
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tens = (g_timeData.editTime.sec / 10 + 1) % 6;
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g_timeData.editTime.sec = tens * 10 + (g_timeData.editTime.sec % 10);
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break;
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case 5:
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units = (g_timeData.editTime.sec % 10 + 1) % 10;
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g_timeData.editTime.sec = (g_timeData.editTime.sec / 10) * 10 + units;
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break;
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}
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Menu_Refresh();
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break;
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}
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case BUTTON_DOWN: {
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uint8_t tens, units;
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switch (g_timeData.editStep) {
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case 0:
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tens = g_timeData.editTime.hour / 10;
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units = g_timeData.editTime.hour % 10;
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tens = (tens == 0) ? 2 : tens - 1;
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g_timeData.editTime.hour = tens * 10 + units;
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break;
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case 1:
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tens = g_timeData.editTime.hour / 10;
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units = g_timeData.editTime.hour % 10;
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if (units == 0) units = (tens == 2) ? 3 : 9;
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else units--;
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g_timeData.editTime.hour = tens * 10 + units;
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break;
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case 2:
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tens = g_timeData.editTime.min / 10;
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tens = (tens == 0) ? 5 : tens - 1;
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g_timeData.editTime.min = tens * 10 + (g_timeData.editTime.min % 10);
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break;
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case 3:
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units = g_timeData.editTime.min % 10;
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units = (units == 0) ? 9 : units - 1;
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g_timeData.editTime.min = (g_timeData.editTime.min / 10) * 10 + units;
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break;
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case 4:
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tens = g_timeData.editTime.sec / 10;
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tens = (tens == 0) ? 5 : tens - 1;
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g_timeData.editTime.sec = tens * 10 + (g_timeData.editTime.sec % 10);
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break;
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case 5:
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units = g_timeData.editTime.sec % 10;
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units = (units == 0) ? 9 : units - 1;
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g_timeData.editTime.sec = (g_timeData.editTime.sec / 10) * 10 + units;
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break;
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}
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Menu_Refresh();
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break;
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}
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case BUTTON_SELECT:
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g_timeData.editStep++;
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if (g_timeData.editStep >= 6) {
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ClockManager_SetTime(g_timeData.editTime.hour,
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g_timeData.editTime.min,
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g_timeData.editTime.sec);
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Menu_GoBack();
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}
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Menu_Refresh();
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break;
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case BUTTON_BACK:
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Menu_GoBack();
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default:
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break;
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}
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}
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static void DutyEdit_OnButton(Button_Type btn, bool longPress) {
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(void)longPress;
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switch (btn) {
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case BUTTON_UP:
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if (g_editDuty < 10) {
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g_editDuty++;
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Segment_SetBrightness(g_editDuty * 10);
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Menu_Refresh();
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}
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break;
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case BUTTON_DOWN:
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if (g_editDuty > 0) {
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g_editDuty--;
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Segment_SetBrightness(g_editDuty * 10);
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Menu_Refresh();
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}
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break;
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case BUTTON_SELECT:
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ClockManager_SetDuty(g_editDuty);
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Menu_GoBack();
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break;
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case BUTTON_BACK:
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ClockManager_SetDuty(g_originalDuty);
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Menu_GoBack();
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default:
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break;
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}
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}
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static void Reset_OnButton(Button_Type btn, bool longPress) {
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if ((btn == BUTTON_SELECT) && longPress) {
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ClockManager_ResetTime();
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ClockManager_SetDuty(5);
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Menu_GoBack();
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}
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}
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// ==================== 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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static MenuNode* g_settingsChildren[] = {
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&g_timeEditNode,
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&g_dutyEditNode,
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&g_LEDEditNode,
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&g_MenuSoundNode,
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&g_PowerOnSongNode,
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&g_SongNode,
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&g_resetNode
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};
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static MenuNode* g_mainMenuChildren[] = {
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&g_clockNode,
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&g_timerNode,
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&g_stopwatchNode,
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&g_gamesNode,
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&g_settingsNode
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};
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MenuNode g_rootMenu = {
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.name = "MAIN",
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.parent = NULL,
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.children = g_mainMenuChildren,
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.childCount = 5,
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.selectedChild = 0,
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.display = Display_MenuItem,
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.onEnter = NULL,
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.onUpdate = NULL,
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.onButton = NULL,
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.data = NULL
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};
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void MenuItems_Init(void) {
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g_gamesNode = (MenuNode){
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.name = "PLAY",
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.parent = &g_rootMenu,
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.children = g_gamesChildren,
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.childCount = sizeof(g_gamesChildren)/sizeof(g_gamesChildren[0]),
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.selectedChild = 0,
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.display = Display_MenuItem,
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.onEnter = NULL,
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.onUpdate = NULL,
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.onButton = NULL,
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.data = NULL
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};
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g_settingsNode = (MenuNode){
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.name = "SETUP",
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.parent = &g_rootMenu,
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.children = g_settingsChildren,
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.childCount = sizeof(g_settingsChildren)/sizeof(g_settingsChildren[0]),
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.selectedChild = 0,
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.display = Display_MenuItem,
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.onEnter = NULL,
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.onUpdate = NULL,
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.onButton = NULL,
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.data = NULL
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};
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g_timeEditNode = (MenuNode){
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.name = "SET T",
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.parent = &g_settingsNode,
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.children = NULL,
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.childCount = 0,
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.selectedChild = 0,
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.display = Display_TimeEdit,
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.onEnter = OnEnter_TimeEdit,
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.onUpdate = OnUpdate_TimeEdit,
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.onButton = TimeEdit_OnButton,
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.data = &g_timeData
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};
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g_dutyEditNode = (MenuNode){
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.name = "SET D",
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.parent = &g_settingsNode,
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.children = NULL,
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.childCount = 0,
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.selectedChild = 0,
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.display = Display_DutyEdit,
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.onEnter = OnEnter_DutyEdit,
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.onUpdate = NULL,
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.onButton = DutyEdit_OnButton,
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.data = &g_editDuty
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};
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g_resetNode = (MenuNode){
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.name = "RESET",
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.parent = &g_settingsNode,
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.children = NULL,
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.childCount = 0,
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.selectedChild = 0,
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.display = Display_Reset,
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.onEnter = OnEnter_Reset,
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.onUpdate = NULL,
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.onButton = Reset_OnButton,
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.data = NULL
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};
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}
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MenuNode* Menu_GetRootMenu(void) {
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return &g_rootMenu;
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}
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MenuNode* Menu_GetCurrentActivity(void) {
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return g_currentActivity;
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}
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