TriOS-alt/system/bellatrix/vga-gui/GUIDemo.spin

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<EFBFBD><EFBFBD>CON 'Dokumentation, Lizenz
''***********************************/*********
''* VGA High-Res Text UI Elements Demo v1.2 *
''* *
''* File: GUIDemo.spin *
''* Author: Allen Marincak *
''* Copyright (c) 2009 Allen Marincak. *
''* See end of file for terms of use. *
''* *
''* Parts are from a demo by Chip Gracey *
''* Copyright (c) 2006 Parallax, Inc. *
''* Under the same MIT license *
''* ( see end of file ) *
''*********************************************
'
' Notes on the VGA High Res Driver from Chip Gracey's Demo program.
' ----------------------------------------------------------------------------
'
' 3 June 2006
'
' This program (a quick piece of junk) demonstrates the VGA_HIRES_TEXT
' object. It is meant for use on the Propeller Demo Board Rev C. You can
' plug in a mouse for screen action. The mouse driver has been upgraded
' to provided bounded mouse coordinates. This makes constrained and
' scaled mouse movement mindless.
'
' The VGA_HIRES_TEXT went through much metamorphosis before completion.
' Initially, it ran on five COGs! I thought this was a miracle, since I
' didn't think we'd be able to get such high-res displays on the current
' Propeller chip. It used four COGs to build scan lines, and a fifth COG
' to display them. I kept looking at the problem and realized that it
' all came down to how little monkeying could be done with the data in
' order to display it. The scan line building was reorganized so that a
' single RDLONG picks up four lines worth of pixels for a character, and
' then buffers them within the COG, to later output them with back-to-
' back 'WAITVID color,pixels' and 'SHR pixels,#8' instruction sequences.
' This was so much faster that only two COGs were required for the job!
' They had to be synchronized so that they could step seamlessly into
' eachother's shoes as they traded the tasks of building scan lines and
' then displaying them. Anyway, it all came together nicely.
' Note that the driver has different VGA mode settings which you can de-
' comment and try. Also, the driver contains its own font. You will see
' the character set printed out when you run the program. There are some
' characters within the font that provide quarter-character-cell block
' pixels (for 128x64 characters, you can get 256x128 'pixels'). They can
' be used for graphing or crude picture drawing, where text can be inter-
' mingled.
'
' If you have a 15" LCD monitor, you must see the 1024x768 mode on it.
' At least on my little Acer AL1511 monitor, every pixel locks perfectly.
'
'-----------------------------------------------------------------------------
'
' Allen Marincak Feb 2009 Demo program Notes
'
' Chip states above that this demo is for use on the Propeller Demo Board. It
' will however work on any Propeller board with VGA and Mouse driver
' functionality.
'
' The info above was from the VGA_HiRes_Text demo program Chip Gracey wrote.
' There is nothing of consequence left here of that file but the VGA Driver
' driver itself remains intact. *This* demo is setup to show how to use some
' very simple text based graphical user interface elements written for the VGA
' HiRes Text mode. It is an ultra trivial implementation, with virtually no
' error checking so heads up! I did this on purpose to keep it lean. After the
' VGA driver uses some 6K to 10K bytes of memory and 2 cogs to display text I
' did not want to use up most of the rest of the memory with a boatload of
' error checking and a fancier UI on its own COG. I opted to leave as much
' memory as possible for applications that could benefit from cheap and simple
' buttons, menus, text panels and such. Especially since one needs the Mouse
' and Keyboard drivers as well, each of these take up 1 more COG. After loading
' those drivers and creating 10 or so UI elements you will have 2/3 to 1/2 of
' available memory left for your application (depending on VGA Resolution
' desired, I tend to use 800x600 as a good compromise between memory and real
' estate).
'
' There are several UI elements implemented, you stitch together what you need
' and lay it out how you want to use it. There are 9 objects (well 8, the Radio
' Button and Check Box objects are both from the RadioCheck.spin object), and
' some glue functions in the package (in GUIBase.spin). The UI elements are
' rudimentary and lean but provide adequate funtionality for many control and
' monitoring applications. I did not implement repositioning the items, any
' buffering of data in text boxes, pop-up windows or drop down lists, etc.
' These would just use up more memory and I was after a simple light-weight
' (thereby static) UI to provide simple control and feedback for some of my
' projects.
'
'
' SimpleBox.spin
' - draws boxes in the area specified, with or without a "title bar"
' - useful to visually group and organize other control
'
' RadioCheck.spin
' - creates Check Box and Radio Button controls
'
' TextBox.spin
' - creates simple text windows controls that are line based.
' - truncates or wraps lines into the window pane
' - optional (but useful) titlebar avaiable
'
' MenuItem.spin
' - simple text "button" that to create a rudimentary menubar.
'
' PushButton.spin
' - creates a straightforward pushbutton
'
' InputField.spin
' - creates a one line input field with a caption / title. There is only
' simple editing via backspace.
' - keyboard input focus can be switched between controls on the fly with
' mouse click
'
' SpinBox.spin
' - created straight forward spin button controls
'
' StatusLamp.spin
' - a simple annunciator 'lamp' for condition feedback
'
' GUIBase.spin
' - This is actually the main interface to the GUI objects
' - you call functions here, not in the object files themselves
' - GUI initialization and processing is done with functions here
' - Init() starts VGA, Mouse, and Keyboard drivers and initializes
' data structures used by the UI
' - ProcessUI() manages the UI infrastructure you must call this in
' your main loop regularly for a responsive UI. It
' returns ID of elements that require actionm (i.e.
' the mouse was clicked on a Push Button, etc).
'
' Memory requirements with UI
' - 1/3 to 1/2 of RAM depending on VGA resolution
'
' COGS used
' - the UI does not use a new COG it runs out of the main app's COG.
' - 2 COGS for the High Res VGA Text driver
' - 1 COG for the Mouse Driver
' - 1 COG for the Keyboard Driver (optional, for Input Field Object only)
'
'-----------------------------------------------------------------------------
CON
_clkmode = xtal1 + pll16x
_xinfreq = 5_000_000
vga_base = 8 'VGA - VSync
mouse_dat = 19 'MOUSE data
mouse_clk = 18 'MOUSE clock
keyboard_dat = 17 'KEYBOARD data
keyboard_clk = 16 'KEYBOARD clock
OBJ
'---------------------------------------------------------------------------
' UI element objects YOU NEED THIS
'---------------------------------------------------------------------------
GUI : "GUIBase" 'starts VGA, Mouse, & Keyboard drivers
'---------------------------------------------------------------------------
' Auxiliary objects (these are just used in the demo app only)
'---------------------------------------------------------------------------
TMRS : "Timer"
NUMS : "simple_numbers"
VAR
'---------------------------------------------------------------------------
' UI element IDs YOU MUST HAVE THESE to remember the GUI ID's (guid) of the
' elements you create. In this demo APP there are 29 items,
' your application will have more or fewer (as required).
' These are returned by the element Init() calls
' ( i.e. CHKB1 := GUI.CHKBInit(..) )
'---------------------------------------------------------------------------
byte CHKB1
byte CHKB2
byte CHKB3
byte CHKB4
byte RADB1
byte RADB2
byte RADB3
byte RADB4
byte RADB5
byte RADB6
byte TBOX1
byte TBOX2
byte TBOX3
byte MENU1
byte MENU2
byte MENU3
byte MENU4
byte MENU5
byte MENU6
byte INPF1
byte INPF2
byte INPF3
byte PUSH1
byte PUSH2
byte PUSH3
byte STAT1
byte STAT2
byte SPIN1
byte SPIN2
'---------------------------------------------------------------------------
' Screen Geometry returned by call to GUI.Init() (may be useful)
'---------------------------------------------------------------------------
byte vga_rows, vga_cols
'---------------------------------------------------------------------------
' variables used by local main loop processing, not required by library
' functions. You can get rid of these when creating your own app.
'---------------------------------------------------------------------------
long cnt1 'line counter for textbox 1
long cnt2 'line counter for textbox 2
long clrCnt 'clear textbox counter
long random 'random number seed
long logging 'logging flag
byte strBuf[36]
byte strBuf2[64]
PUB start | gx, tmr1, tmr2, idx, str, tmp
'---------------------------------------------------------------------------
'Some houskeeping ... timers and "logging" status
'This TIMER object started here is used for this demo only. It is used to
'periodically trigger printing to text boxes to simulate "live text" comming
'in. It is not needed by the UI stuff and you don't need it in your program
'unless you want a timer object to do timed activity. Note that it uses a
'separate COG (so it is not cheap).
'---------------------------------------------------------------------------
TMRS.start( 10 ) 'start timer object (1/10 sec timer)
tmr1 := TMRS.register 'register 2 timers
tmr2 := TMRS.register
logging := 1 'logging is on to start
'---------------------------------------------------------------------------
' Create the UI
'---------------------------------------------------------------------------
CreateUI
'---------------------------------------------------------------------------
'some final non UI related houskeeping ...
'---------------------------------------------------------------------------
TMRS.set( tmr1, 10 ) 'start 1 second timeout
TMRS.set( tmr2, 17 ) 'start 1.7 second timeout
'---------------------------------------------------------------------------
' Everything is setup, now the MAIN LOOP begins ...
'---------------------------------------------------------------------------
repeat
gx := GUI.ProcessUI 'process the UI
case gx 'handle GUI Events ( Mouse click or Enter Key in Input Field )
CHKB1: UserDoSomethingFunction( gx )
CHKB2: UserDoSomethingFunction( gx )
CHKB3: UserDoSomethingFunction( gx )
CHKB4: UserDoSomethingFunction( gx )
RADB1: UserDoSomethingFunction( gx )
RADB2: UserDoSomethingFunction( gx )
RADB3: UserDoSomethingFunction( gx )
RADB4: UserDoSomethingFunction( gx )
RADB5: UserDoSomethingFunction( gx )
RADB6: UserDoSomethingFunction( gx )
MENU1: DoMenu1Action
MENU2: DoMenu2Action
MENU3: DoMenu3Action
MENU4: DoMenu4Action
MENU5: DoMenu5Action
MENU6: DoMenu6Action
PUSH1: UserDoSomethingFunction( gx )
PUSH2: UserDoSomethingFunction( gx )
PUSH3: UserDoSomethingFunction( gx )
SPIN1: UserDoSomethingFunction( gx )
SPIN2: UserDoSomethingFunction( gx )
INPF1: DoInputFieldAction( INPF1 )
INPF2: DoInputFieldAction( INPF2 )
INPF3: DoInputFieldAction( INPF3 )
'----------------------------------------------------------------------
'user application code goes here or after the ProcessUI call (but still
'within the REPEAT loop!).
'----------------------------------------------------------------------
idx := GUI.GetMouseXY
GUI.PrintStr( vga_rows-1, 15, NUMS.decf( idx >> 8, 2 ), 0 )
GUI.PrintStr( vga_rows-1, 20, NUMS.decf( idx & $FF, 2 ), 0 )
if TMRS.isClr( tmr2 ) 'if timer 2 expired write line text into textbox 2
TMRS.set( tmr2, 17 )
cnt2++
bytemove( @strBuf, string( "Text # " ), 7 )
str := NUMS.dec( cnt2 )
tmp := strsize( str ) + 1
bytemove( @strBuf[7], str, tmp )
GUI.TBOXPrint( TBOX2, @strBuf, 0 )
if logging == 1
if TMRS.isClr( tmr1 ) 'if timer 1 expired write line text into textbox 1
TMRS.set( tmr1, 10 )
cnt1++
bytemove( @strBuf, string( "This is line number " ), 20 )
str := NUMS.dec( cnt1 )
tmp := strsize( str ) + 1
bytemove( @strBuf[20], str, tmp )
GUI.TBOXPrint( TBOX1, @strBuf, 0 )
CON ''=====< START OF UI HELPER FUNTIONS >==================================
PRI CreateUI | tmp
'You create this function to create your GUI.
'
'This function is called during startup to create and position the UI elements
'that you will use. The total number of UI elements of each type must be
'declared in the OBJ section (i.e. if you need 5 pushbuttons, delcare an array
'of 5 pushbutton objects).
'---------------------------------------------------------------------------
'Initialize GUI, starts VGA, Mouse, and Keyboard Drivers
'
'YOU MUST DO THIS FIRST (saving screen geometry is optional)
'---------------------------------------------------------------------------
tmp := GUI.Init(vga_base, mouse_dat, mouse_clk, keyboard_dat, keyboard_clk )
vga_rows := ( tmp & $0000FF00 ) >> 8
vga_cols := tmp & $000000FF
'---------------------------------------------------------------------------
'setup screen colours
'---------------------------------------------------------------------------
GUI.ClearScreen( %%020, %%000 ) 'green on black each is %%RGB 4 levels per R-G-B
GUI.SetLineColor( 0, %%000, %%333 ) 'Menu Area colour Line 1
GUI.SetLineColor( 1, %%000, %%333 ) 'Menu Area colour Line 2
GUI.SetLineColor( 2, %%000, %%333 ) 'Menu Area colour Line 3
repeat tmp from 3 to vga_rows-16
GUI.SetLineColor( tmp, %%111, %%333 ) 'Console Window colour
repeat tmp from vga_rows-15 to vga_rows-2
GUI.SetLineColor( tmp, %%111, %%333 ) 'Console Window colour
GUI.SetLineColor(vga_rows-1,%%111,%%333) 'Status Line colour
'---------------------------------------------------------------------------
'put up some menu items
'---------------------------------------------------------------------------
GUI.SBOXInit( 0, 0, vga_cols, 3, 0 ) 'menu group box
MENU1 := GUI.MENUInit(1, 3,string(" Open Port ")) 'Menu Items setup
MENU2 := GUI.MENUInit(1,19,string("Stop Logging"))
MENU3 := GUI.MENUInit(1,35,string("New Text Box"))
MENU4 := GUI.MENUInit(1,51,string("Chk Battery "))
MENU5 := GUI.MENUInit(1,67,string("Read Sensors"))
MENU6 := GUI.MENUInit(1,83,string(" Clear Log "))
GUI.MENUSetStatus( MENU2, logging )
'---------------------------------------------------------------------------
'put up some check boxes
'---------------------------------------------------------------------------
GUI.SBOXInit( 11, 4, 18, 8, string("Terminal")) 'checkbox group box
CHKB1 := GUI.CHKBInit( 14, 6, 12, string( "7-bit ASCII" ) )
CHKB2 := GUI.CHKBInit( 15, 6, 12, string( "Show Cursor" ) )
CHKB3 := GUI.CHKBInit( 16, 6, 12, string( "Local Echo" ) )
CHKB4 := GUI.CHKBInit( 17, 6, 12, string( "Append LF" ) )
GUI.CHKBSelect( CHKB3, 1 ) 'select this one as the group's startup default
'---------------------------------------------------------------------------
'put up some radio buttons
'---------------------------------------------------------------------------
GUI.SBOXInit( 20, 4, 18, 10, string("Baud Rate")) 'radio button group box
RADB1 := GUI.RADBInit( 23, 6, 11, string( "115200" ), 0 )
RADB2 := GUI.RADBInit( 24, 6, 11, string( "57600 " ), 0 )
RADB3 := GUI.RADBInit( 25, 6, 11, string( "19200 " ), 0 )
RADB4 := GUI.RADBInit( 26, 6, 11, string( "9600 " ), 0 )
RADB5 := GUI.RADBInit( 27, 6, 11, string( "4800 " ), 0 )
RADB6 := GUI.RADBInit( 28, 6, 11, string( "1200 " ), 0 )
GUI.RADBSelect( RADB4, 1 ) 'select this one as the group's startup default
'---------------------------------------------------------------------------
'put up some status lamps
'---------------------------------------------------------------------------
GUI.SBOXInit( 4,4,18,6,string("Status") ) 'status lamp group box
STAT1 := GUI.STATInit( 7,6, 14, string( "Logging" ) )
STAT2 := GUI.STATInit( 8,6, 14, string( " Port" ) )
GUI.STATSet( STAT1, 1, string("ON") )
GUI.STATSet( STAT2, 0, string("OFF") )
'---------------------------------------------------------------------------
'put up some text boxes, one without a title
'---------------------------------------------------------------------------
TBOX1 := GUI.TBOXInit( 4,28,36,26,1,string("Logging Window") )
TBOX2 := GUI.TBOXInit(11,72,20,19,1,0 )
TBOX3 := GUI.TBOXInit(vga_rows-15,0,vga_cols,12,1,string("Console Window") )
cnt1 := 0 'line counter for textbox 1
cnt2 := 0 'line counter for textbox 2
clrCnt := 0 'clear textbox counter
random := 0 'random number seed
'---------------------------------------------------------------------------
'put up a couple of input fields
'---------------------------------------------------------------------------
INPF1 := GUI.INPFInit( 4, 70, 24, 0, string("Speed") )
INPF2 := GUI.INPFInit( 31, 4, 60, 0, string("Message") )
INPF3 := GUI.INPFInit( vga_rows-4, 0, VGA_cols, 1, string("Command") )
GUI.INPFSelect( INPF3, 1 )
'---------------------------------------------------------------------------
'put up some push buttons
'---------------------------------------------------------------------------
PUSH1 := GUI.PUSHInit( 7, 70, string( "Slower" ) )
PUSH2 := GUI.PUSHInit( 7, 78, string( " Stop " ) )
PUSH3 := GUI.PUSHInit( 7, 86, string( "Faster" ) )
'---------------------------------------------------------------------------
'put up some spin buttons
'---------------------------------------------------------------------------
SPIN1 := GUI.SPINInit( 31, 68, 16, 0, 4, @SpinDat0 ) 'languages
SPIN2 := GUI.SPINInit( 31, 86, 12, 1, 10, @SpinDat1 ) 'log scale
'---------------------------------------------------------------------------
'Put something in the status bar (just the mouse coordinates in this demo)
'---------------------------------------------------------------------------
GUI.PrintStr(vga_rows-1,0,string( "Status Line: X=xx Y=xx" ), 0 )
PRI UserDoSomethingFunction( val ) ' - USER ACTION FUNCTION
'this is a dummy ... in a real app the user would have one of these for each
'UI action that required some activity. For this Demo where the user would
'normally call their own function I just call this dummy placeholder instead.
GUI.TBOXPrint( TBOX3, string( "Normally a user function would be called." ), 0 )
return val
PRI DoMenu1Action | mStat
mStat := GUI.MENUGetStatus( MENU1 ) 'get current user status of menu item
if mStat == 0
GUI.TBOXPrint( TBOX3, string( "Opened port."), 0 ) 'announce activity to console window
GUI.MENUSetText( MENU1, string( "Close Port" ) ) 'change the menu item text
GUI.MENUSetStatus( MENU1, 1 ) 'set new status of the menu item
GUI.STATSet( STAT2, 1, string("OPEN") ) 'set status lamp ON
else
GUI.TBOXPrint( TBOX3, string( "Closed port." ), 0 ) 'announce activity to console window
GUI.MENUSetText( MENU1, string( " Open Port" ) ) 'change the menu item text
GUI.MENUSetStatus( MENU1, 0 ) 'set new status of the menu item
GUI.STATSet( STAT2, 0, string("OFF") ) 'set status lamp OFF
PRI DoMenu2Action | mStat
mStat := GUI.MENUGetStatus( MENU2 ) 'get current user status of menu item
if mStat == 0
GUI.TBOXPrint( TBOX3, string("Started Logging."),0) 'announce activity to console window
GUI.MENUSetText( MENU2, string( "Stop Logging" )) 'change the menu item text
GUI.MENUSetStatus( MENU2, 1 ) 'set new status of the menu item
GUI.STATSet( STAT1, 1, string("ON") ) 'set status lamp ON
logging := 1
else
GUI.TBOXPrint(TBOX3,string("Stopped logging." ),0) 'announce activity to console window
GUI.MENUSetText( MENU2, string( " Log Data " ) ) 'change the menu item text
GUI.MENUSetStatus( MENU2, 0 ) 'set new status of the menu item
GUI.STATSet( STAT1, 0, string("OFF") ) 'set status lamp OFF
logging := 0
PRI DoMenu3Action
GUI.TBOXPrint( TBOX1, @longstring, 0 )
GUI.TBOXPrint( TBOX2, @longstring, 0 )
GUI.SBOXInit( 12, 36, 14, 10, string("New Text Box")) 'create new simple box
PRI DoMenu4Action | rnd
rnd := ?random / 100_000_000
rnd *= rnd 'formulate a random number
bytemove( @strbuf, string( "Battery = 9." ), 12 )
bytemove( @strbuf[12], NUMS.decx( rnd, 3 ), 3 )
bytemove( @strbuf[15], string( " vdc." ), 4 )
strbuf[19] := 0
GUI.TBOXPrint(TBOX3, @strbuf, 0 ) 'display 'voltage' in console window
PRI DoMenu5Action
GUI.TBOXPrint(TBOX3,string("Sensors are not ready."),0) 'announce activity to console window
PRI DoMenu6Action | tmp
GUI.TBOXClear( TBOX1 ) 'ACTION: clear the text box
bytemove(@strBuf,string("Logging Window Cleared "),24) 'create new text box title
clrCnt++
bytemove(@strBuf[24],NUMS.decf(clrCnt,3),3) 'tack on cleared count
tmp := 16
repeat while strBuf[tmp] <> 0 'make cleared count text inverted
strBuf[tmp++] += 128
GUI.TBOXTitle( TBOX1, @strBuf ) 'put new title in text box
PRI DoInputFieldAction( guid )
GUI.INPFGetString( guid, @strBuf2 )
GUI.TBOXPrint(TBOX3, @strbuf2, 0 ) 'display 'voltage' in console window
DAT
longstring byte 13,10,"This is a long string. It will take up ",13,10,"several lines. The leading and trailing CRLF should be stripped off but not the one inside the string.",13,10,0
'-----------------------------------------------------------------------------
'Data for the spin buttons. Text type spin buttons will have an array of null
'terminated stings here. Numeric type spin buttons will have an array of long
'values.
'-----------------------------------------------------------------------------
SpinDat0 byte "English",0
byte "French",0
byte "Spanish", 0
byte "Slovak", 0
SpinDat1 long 1,2,5,10,20,50,100,200,500,1000
{{
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