void D4D_CnslScrollBarsFeedBack(D4D_OBJECT* pThis, D4D_INDEX old_position, D4D_INDEX new_position) { D4D_UNUSED(old_position); D4D_UNUSED(new_position); D4D_InvalidateObject(D4D_GetParentObject(pThis), D4D_FALSE); D4D_GET_CONSOLE_DATA(D4D_GetParentObject(pThis))->flags |= (D4D_CNSL_FLAGS_REDRAWALL); }
D4D_BOOL D4D_ObjectCheckCoordinates(D4D_OBJECT* pThis, D4D_POINT point) { #if defined(D4D_LLD_TCH) || defined(D4D_LLD_MOUSE) if((point.x >= pThis->position.x) && (point.y >= pThis->position.y)) { if((point.x <= (pThis->position.x + pThis->size.cx)) && (point.y <= (pThis->position.y + pThis->size.cy))) return D4D_TRUE; } #else D4D_UNUSED(pThis); D4D_UNUSED(point); #endif return D4D_FALSE; }
void D4D_MenuScrollBarsFeedBack(D4D_OBJECT* pThis, D4D_INDEX old_position, D4D_INDEX new_position) { D4D_MENU* pMenu = D4D_GET_MENU(D4D_GetParentObject(pThis)); D4D_UNUSED(old_position); pMenu->pData->page_ix = (D4D_MENU_INDEX)new_position; D4D_InvalidateObject(D4D_GetParentObject(pThis), D4D_FALSE); }
/***************************************************************************** * * Local function * * *****************************************************************************/ static void ScrWinMenu_OnClickMenu(D4D_OBJECT* pThis, D4D_MENU_INDEX ix) { D4D_UNUSED(ix); if(D4D_MenuGetItemUserData(pThis)) { if(D4D_MenuGetItemUserData(pThis) == (void*)-1) D4D_EscapeScreen(); else D4D_ActivateScreen(D4D_MenuGetItemUserData(pThis), D4D_FALSE); } }
void D4D_TextBoxScrollBarsFeedBack(D4D_OBJECT* pThis, D4D_INDEX old_position, D4D_INDEX new_position) { D4D_TXTBX_DATA* pData = D4D_GET_TEXTBOX_DATA(D4D_GetParentObject(pThis)); D4D_UNUSED(old_position); // compute the start char of current screen pData->firstShowedCharIx = D4D_TextBoxFindLineStartChar(D4D_GetParentObject(pThis), new_position); // set flag to redraw screen D4D_InvalidateObject(D4D_GetParentObject(pThis), D4D_FALSE); pData->redrawText = D4D_TRUE; }
// Screen on message function called with each internal massage for this screen static Byte ScreenScrSvr_OnObjectMsg(D4D_MESSAGE* pMsg) { D4D_UNUSED(pMsg); return 0; }
// Screen on message function called with each internal massage for this screen static Byte ScreenWinMenu_OnObjectMsg(D4D_MESSAGE* pMsg) { D4D_UNUSED(pMsg); return 0; }
//----------------------------------------------------------------------------- // FUNCTION: D4DLCD_FlushBuffer_Spi_16b // SCOPE: Low Level Driver API function // DESCRIPTION: For buffered low level interfaces is used to inform // driver the complete object is drawed and pending pixels should be flushed // // PARAMETERS: none // // RETURNS: none //----------------------------------------------------------------------------- static void D4DLCD_FlushBuffer_Spi_16b(D4DLCD_FLUSH_MODE mode) { D4D_UNUSED(mode); }
//----------------------------------------------------------------------------- // FUNCTION: D4DLCD_FlushBuffer_Gpio8080_8b // SCOPE: Low Level Driver API function // DESCRIPTION: For buffered low level interfaces is used to inform // driver the complete object is drawed and pending pixels should be flushed // // PARAMETERS: none // // RETURNS: none //----------------------------------------------------------------------------- static void D4DLCD_FlushBuffer_Gpio8080_8b(D4DLCD_FLUSH_MODE mode) { D4D_UNUSED(mode); }
//----------------------------------------------------------------------------- // FUNCTION: D4DLCD_FlushBuffer_Kinetis_Spi // SCOPE: Low Level Driver API function // DESCRIPTION: For buffered low level interfaces is used to inform // driver the complete object is drawed and pending pixels should be flushed // // PARAMETERS: none // // RETURNS: none //----------------------------------------------------------------------------- static void D4DLCD_FlushBuffer_Kinetis_Spi(D4DLCD_FLUSH_MODE mode) { D4D_UNUSED(mode); }
//----------------------------------------------------------------------------- // FUNCTION: D4DLCD_FlushBuffer_DragonFireLCDC // SCOPE: Low Level Driver API function // DESCRIPTION: For buffered low level interfaces is used to inform // driver the complete object is drawed and pending pixels should be flushed // // PARAMETERS: none // // RETURNS: none //----------------------------------------------------------------------------- static void D4DLCD_FlushBuffer_DragonFireLCDC(D4DLCD_FLUSH_MODE mode) { D4D_UNUSED(mode); }