static VOID InitScroll(OUT SCROLL_STATE *State, IN UINTN ItemCount, IN UINTN VisibleSpace)
{
- State->LastSelection = State->CurrentSelection = 0;
+ State->PreviousSelection = State->CurrentSelection = 0;
State->MaxIndex = (INTN)ItemCount - 1;
State->FirstVisible = 0;
- State->MaxVisible = UGAWidth / (ROW0_TILESIZE + TILE_XSPACING) - 1;
+ if (AllowGraphicsMode) {
+ State->MaxVisible = UGAWidth / (ROW0_TILESIZE + TILE_XSPACING) - 1;
+ } else
+ State->MaxVisible = ConHeight - 4;
if ((VisibleSpace > 0) && (VisibleSpace < State->MaxVisible))
State->MaxVisible = (INTN)VisibleSpace;
State->PaintAll = TRUE;
State->LastVisible = State->FirstVisible + State->MaxVisible - 1;
}
+// Adjust variables relating to the scrolling of tags, for when a selected icon isn't
+// visible given the current scrolling condition....
+static VOID AdjustScrollState(/* IN REFIT_MENU_SCREEN *Screen, */ IN SCROLL_STATE *State) {
+ if (State->CurrentSelection > State->LastVisible) {
+ State->LastVisible = State->CurrentSelection;
+ State->FirstVisible = 1 + State->CurrentSelection - State->MaxVisible;
+ if (State->FirstVisible < 0) // shouldn't happen, but just in case....
+ State->FirstVisible = 0;
+ State->PaintAll = TRUE;
+ } // Scroll forward
+ if (State->CurrentSelection < State->FirstVisible) {
+ State->FirstVisible = State->CurrentSelection;
+ State->LastVisible = State->CurrentSelection + State->MaxVisible - 1;
+ State->PaintAll = TRUE;
+ } // Scroll backward
+} // static VOID AdjustScrollState
+
static VOID UpdateScroll(IN OUT SCROLL_STATE *State, IN UINTN Movement)
{
- State->LastSelection = State->CurrentSelection;
-
+ State->PreviousSelection = State->CurrentSelection;
+
switch (Movement) {
- case SCROLL_LINE_UP:
+ case SCROLL_LINE_LEFT:
if (State->CurrentSelection > 0) {
State->CurrentSelection --;
}
break;
-
- case SCROLL_LINE_DOWN:
+
+ case SCROLL_LINE_RIGHT:
if (State->CurrentSelection < State->MaxIndex) {
State->CurrentSelection ++;
}
break;
- // TODO: Better handling of SCROLL_PAGE_UP & SCROLL_PAGE_DOWN
+ case SCROLL_LINE_UP:
+ if (State->ScrollMode == SCROLL_MODE_ICONS) {
+ if (State->CurrentSelection >= State->InitialRow1) {
+ if (State->MaxIndex > State->InitialRow1) { // avoid division by 0!
+ State->CurrentSelection = State->FirstVisible + (State->LastVisible - State->FirstVisible) *
+ (State->CurrentSelection - State->InitialRow1) /
+ (State->MaxIndex - State->InitialRow1);
+ } else {
+ State->CurrentSelection = State->FirstVisible;
+ } // if/else
+ } // if in second row
+ } else {
+ if (State->CurrentSelection > 0)
+ State->CurrentSelection--;
+ } // if/else
+ break;
+
+ case SCROLL_LINE_DOWN:
+ if (State->ScrollMode == SCROLL_MODE_ICONS) {
+ if (State->CurrentSelection <= State->FinalRow0) {
+ if (State->LastVisible > State->FirstVisible) { // avoid division by 0!
+ State->CurrentSelection = State->InitialRow1 + (State->MaxIndex - State->InitialRow1) *
+ (State->CurrentSelection - State->FirstVisible) /
+ (State->LastVisible - State->FirstVisible);
+ } else {
+ State->CurrentSelection = State->InitialRow1;
+ } // if/else
+ } // if in first row
+ } else {
+ if (State->CurrentSelection < State->MaxIndex)
+ State->CurrentSelection++;
+ } // if/else
+ break;
+
case SCROLL_PAGE_UP:
+ if (State->CurrentSelection <= State->FinalRow0)
+ State->CurrentSelection -= State->MaxVisible;
+ else if (State->CurrentSelection == State->InitialRow1)
+ State->CurrentSelection = State->FinalRow0;
+ else
+ State->CurrentSelection = State->InitialRow1;
+ if (State->CurrentSelection < 0)
+ State->CurrentSelection = 0;
+ break;
+
case SCROLL_FIRST:
if (State->CurrentSelection > 0) {
State->PaintAll = TRUE;
break;
case SCROLL_PAGE_DOWN:
+ if (State->CurrentSelection < State->FinalRow0) {
+ State->CurrentSelection += State->MaxVisible;
+ if (State->CurrentSelection > State->FinalRow0)
+ State->CurrentSelection = State->FinalRow0;
+ } else if (State->CurrentSelection == State->FinalRow0) {
+ State->CurrentSelection++;
+ } else {
+ State->CurrentSelection = State->MaxIndex;
+ }
+ if (State->CurrentSelection > State->MaxIndex)
+ State->CurrentSelection = State->MaxIndex;
+ break;
+
case SCROLL_LAST:
if (State->CurrentSelection < State->MaxIndex) {
State->PaintAll = TRUE;
case SCROLL_NONE:
break;
-
+
}
-
- if (!State->PaintAll && State->CurrentSelection != State->LastSelection)
+ if (State->ScrollMode == SCROLL_MODE_TEXT)
+ AdjustScrollState(State);
+
+ if (!State->PaintAll && State->CurrentSelection != State->PreviousSelection)
State->PaintSelection = TRUE;
State->LastVisible = State->FirstVisible + State->MaxVisible - 1;
}
return -1;
}
+// Identify the end of row 0 and the beginning of row 1; store the results in the
+// appropriate fields in State. Also reduce MaxVisible if that value is greater
+// than the total number of row-0 tags and if we're in an icon-based screen
+static VOID IdentifyRows(IN SCROLL_STATE *State, IN REFIT_MENU_SCREEN *Screen) {
+ UINTN i;
+
+ State->FinalRow0 = 0;
+ State->InitialRow1 = State->MaxIndex;
+ for (i = 0; i < State->MaxIndex; i++) {
+ if (Screen->Entries[i]->Row == 0) {
+ State->FinalRow0 = i;
+ } else if ((Screen->Entries[i]->Row == 1) && (State->InitialRow1 > i)) {
+ State->InitialRow1 = i;
+ } // if/else
+ } // for
+ if ((State->ScrollMode == SCROLL_MODE_ICONS) && (State->MaxVisible > (State->FinalRow0 + 1)))
+ State->MaxVisible = State->FinalRow0 + 1;
+} // static VOID IdentifyRows()
+
//
// generic menu function
//
-
static UINTN RunGenericMenu(IN REFIT_MENU_SCREEN *Screen, IN MENU_STYLE_FUNC StyleFunc, IN INTN DefaultEntryIndex, OUT REFIT_MENU_ENTRY **ChosenEntry)
{
SCROLL_STATE State;
CHAR16 *TimeoutMessage;
CHAR16 KeyAsString[2];
UINTN MenuExit;
-
+
if (Screen->TimeoutSeconds > 0) {
HaveTimeout = TRUE;
TimeoutCountdown = Screen->TimeoutSeconds * 10;
MenuExit = 0;
StyleFunc(Screen, &State, MENU_FUNCTION_INIT, NULL);
+ IdentifyRows(&State, Screen);
// override the starting selection with the default index, if any
if (DefaultEntryIndex >= 0 && DefaultEntryIndex <= State.MaxIndex) {
State.CurrentSelection = DefaultEntryIndex;
UpdateScroll(&State, SCROLL_NONE);
}
-
+
while (!MenuExit) {
// update the screen
if (State.PaintAll) {
// react to key press
switch (key.ScanCode) {
case SCAN_UP:
- case SCAN_LEFT:
UpdateScroll(&State, SCROLL_LINE_UP);
break;
+ case SCAN_LEFT:
+ UpdateScroll(&State, SCROLL_LINE_LEFT);
+ break;
case SCAN_DOWN:
- case SCAN_RIGHT:
UpdateScroll(&State, SCROLL_LINE_DOWN);
break;
+ case SCAN_RIGHT:
+ UpdateScroll(&State, SCROLL_LINE_RIGHT);
+ break;
case SCAN_HOME:
UpdateScroll(&State, SCROLL_FIRST);
break;
static CHAR16 **DisplayStrings;
CHAR16 *TimeoutMessage;
+ State->ScrollMode = SCROLL_MODE_TEXT;
switch (Function) {
case MENU_FUNCTION_INIT:
case MENU_FUNCTION_PAINT_SELECTION:
// redraw selection cursor
- refit_call3_wrapper(ST->ConOut->SetCursorPosition, ST->ConOut, 2, MenuPosY + (State->LastSelection - State->FirstVisible));
+ refit_call3_wrapper(ST->ConOut->SetCursorPosition, ST->ConOut, 2, MenuPosY + (State->PreviousSelection - State->FirstVisible));
refit_call2_wrapper(ST->ConOut->SetAttribute, ST->ConOut, ATTR_CHOICE_BASIC);
- refit_call2_wrapper(ST->ConOut->OutputString, ST->ConOut, DisplayStrings[State->LastSelection]);
+ refit_call2_wrapper(ST->ConOut->OutputString, ST->ConOut, DisplayStrings[State->PreviousSelection]);
refit_call3_wrapper(ST->ConOut->SetCursorPosition, ST->ConOut, 2, MenuPosY + (State->CurrentSelection - State->FirstVisible));
refit_call2_wrapper(ST->ConOut->SetAttribute, ST->ConOut, ATTR_CHOICE_CURRENT);
refit_call2_wrapper(ST->ConOut->OutputString, ST->ConOut, DisplayStrings[State->CurrentSelection]);
static VOID DrawMenuText(IN CHAR16 *Text, IN UINTN SelectedWidth, IN UINTN XPos, IN UINTN YPos)
{
-// Print(L"Entering DrawMenuText(); Text is '%s', SelectedWidth is %d, XPos is %d, YPos is %d\n",
-// Text, SelectedWidth, XPos, YPos);
if (TextBuffer == NULL)
TextBuffer = egCreateImage(LAYOUT_TEXT_WIDTH, TEXT_LINE_HEIGHT, FALSE);
egFillImageArea(TextBuffer, 0, 0, SelectedWidth, TextBuffer->Height,
&SelectionBackgroundPixel);
}
-
+
// render the text
egRenderText(Text, TextBuffer, TEXT_XMARGIN, TEXT_YMARGIN);
BltImage(TextBuffer, XPos, YPos);
UINTN ItemWidth;
static UINTN MenuWidth, EntriesPosX, EntriesPosY, TimeoutPosY;
+ State->ScrollMode = SCROLL_MODE_TEXT;
switch (Function) {
-
+
case MENU_FUNCTION_INIT:
InitScroll(State, Screen->EntryCount, 0);
case MENU_FUNCTION_CLEANUP:
// nothing to do
break;
-
+
case MENU_FUNCTION_PAINT_ALL:
for (i = 0; i <= State->MaxIndex; i++) {
DrawMenuText(Screen->Entries[i]->Title, (i == State->CurrentSelection) ? MenuWidth : 0,
EntriesPosX, EntriesPosY + i * TEXT_LINE_HEIGHT);
}
break;
-
+
case MENU_FUNCTION_PAINT_SELECTION:
// redraw selection cursor
- DrawMenuText(Screen->Entries[State->LastSelection]->Title, 0,
- EntriesPosX, EntriesPosY + State->LastSelection * TEXT_LINE_HEIGHT);
+ DrawMenuText(Screen->Entries[State->PreviousSelection]->Title, 0,
+ EntriesPosX, EntriesPosY + State->PreviousSelection * TEXT_LINE_HEIGHT);
DrawMenuText(Screen->Entries[State->CurrentSelection]->Title, MenuWidth,
EntriesPosX, EntriesPosY + State->CurrentSelection * TEXT_LINE_HEIGHT);
break;
-
+
case MENU_FUNCTION_PAINT_TIMEOUT:
DrawMenuText(ParamText, 0, EntriesPosX, TimeoutPosY);
break;
-
+
}
}
UINTN row0PosY, UINTN row1PosY, UINTN textPosY) {
INTN i;
- if (Screen->Entries[State->CurrentSelection]->Row == 0) {
- if (State->CurrentSelection > State->LastVisible) {
- State->LastVisible = State->CurrentSelection;
- State->FirstVisible = 1 + State->CurrentSelection - State->MaxVisible;
- if (State->FirstVisible < 0) // shouldn't happen, but just in case....
- State->FirstVisible = 0;
- } // Scroll forward
- if (State->CurrentSelection < State->FirstVisible) {
- State->FirstVisible = State->CurrentSelection;
- State->LastVisible = State->CurrentSelection + State->MaxVisible - 1;
- } // Scroll backward
- }
+ if (Screen->Entries[State->CurrentSelection]->Row == 0)
+ AdjustScrollState(State);
for (i = State->FirstVisible; i <= State->MaxIndex; i++) {
if (Screen->Entries[i]->Row == 0) {
if (i <= State->LastVisible) {
itemPosX[i - State->FirstVisible], row0PosY);
} // if
} else {
- DrawMainMenuEntry(Screen->Entries[i], (i == State->CurrentSelection) ? TRUE : FALSE,
- itemPosX[i], row1PosY);
+ DrawMainMenuEntry(Screen->Entries[i], (i == State->CurrentSelection) ? TRUE : FALSE, itemPosX[i], row1PosY);
}
}
if (!(GlobalConfig.HideUIFlags & HIDEUI_FLAG_LABEL))
// Move the selection to State->CurrentSelection, adjusting icon row if necessary...
static VOID PaintSelection(IN REFIT_MENU_SCREEN *Screen, IN SCROLL_STATE *State, UINTN *itemPosX,
UINTN row0PosY, UINTN row1PosY, UINTN textPosY) {
- if ((State->CurrentSelection < State->LastVisible) && (State->CurrentSelection >= State->FirstVisible)) {
- DrawMainMenuEntry(Screen->Entries[State->LastSelection], FALSE,
- itemPosX[State->LastSelection - State->FirstVisible],
- (Screen->Entries[State->LastSelection]->Row == 0) ? row0PosY : row1PosY);
- DrawMainMenuEntry(Screen->Entries[State->CurrentSelection], TRUE,
- itemPosX[State->CurrentSelection - State->FirstVisible],
- (Screen->Entries[State->CurrentSelection]->Row == 0) ? row0PosY : row1PosY);
+ UINTN XSelectPrev, XSelectCur, YPosPrev, YPosCur;
+
+ if (((State->CurrentSelection < State->LastVisible) && (State->CurrentSelection >= State->FirstVisible)) ||
+ (State->CurrentSelection >= State->InitialRow1) ) {
+ if (Screen->Entries[State->PreviousSelection]->Row == 0) {
+ XSelectPrev = State->PreviousSelection - State->FirstVisible;
+ YPosPrev = row0PosY;
+ } else {
+ XSelectPrev = State->PreviousSelection;
+ YPosPrev = row1PosY;
+ } // if/else
+ if (Screen->Entries[State->CurrentSelection]->Row == 0) {
+ XSelectCur = State->CurrentSelection - State->FirstVisible;
+ YPosCur = row0PosY;
+ } else {
+ XSelectCur = State->CurrentSelection;
+ YPosCur = row1PosY;
+ } // if/else
+ DrawMainMenuEntry(Screen->Entries[State->PreviousSelection], FALSE, itemPosX[XSelectPrev], YPosPrev);
+ DrawMainMenuEntry(Screen->Entries[State->CurrentSelection], TRUE, itemPosX[XSelectCur], YPosCur);
if (!(GlobalConfig.HideUIFlags & HIDEUI_FLAG_LABEL))
DrawMainMenuText(Screen->Entries[State->CurrentSelection]->Title,
(UGAWidth - LAYOUT_TEXT_WIDTH) >> 1, textPosY);
- } else {
+ } else { // Current selection not visible; must redraw the menu....
MainMenuStyle(Screen, State, MENU_FUNCTION_PAINT_ALL, NULL);
}
} // static VOID MoveSelection(VOID)
static UINTN *itemPosX;
static UINTN row0PosY, textPosY;
+ State->ScrollMode = SCROLL_MODE_ICONS;
switch (Function) {
-
+
case MENU_FUNCTION_INIT:
InitScroll(State, Screen->EntryCount, GlobalConfig.MaxTags);
-
+
// layout
row0Count = 0;
row1Count = 0;