set keys again both for new guis and new scenes
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5 changed files with 32 additions and 32 deletions
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@ -48,10 +48,21 @@ void register_gui(
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// Can be overwritten by scenes to have their own gui_list.
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main_gui_list.insert(main_gui_list.end(), {std::string(a_name)});
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// Whenever a new gui is registered, a new gui command could have been defined.
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// But this new gui command could have been already been used before in the key definition of another gui. The command at this time was 0, which is undefined.
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// So we have to set the keys again for all guis that have been registered before.
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// Loop over all registered guis and call setKeys()
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setKeysForAllRegisteredGUIsAndScenes();
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}
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void setKeysForAllRegisteredGUIsAndScenes() {
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// Whenever a new gui or scene is registered, a new gui or scene command could have been defined in the gui or scene.
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// But this new command could have already been used before in the key definition of another gui or scene. The command at this time was 0, which is undefined.
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// So we have to set the keys again for all guis and scenes that have been registered before.
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// 1. set again the defaultKeys
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register_scene_defaultKeys();
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// 2. loop over all registered scenes and call setKeys()
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for (std::map<std::string, scene_definition>::iterator it = registered_scenes.begin(); it != registered_scenes.end(); ++it) {
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it->second.this_scene_setKeys();
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}
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// 3. loop over all registered guis and call setKeys()
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for (std::map<std::string, gui_definition>::iterator it = registered_guis_byName_map.begin(); it != registered_guis_byName_map.end(); ++it) {
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if (it->second.this_gui_setKeys != NULL) {
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it->second.this_gui_setKeys();
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@ -50,3 +50,5 @@ void register_gui(
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key_commands_short a_key_commands_short = NULL,
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key_commands_long a_key_commands_long = NULL
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);
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void setKeysForAllRegisteredGUIsAndScenes();
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@ -8,18 +8,6 @@
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// scenes
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#include "scenes/scene__default.h"
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// https://stackoverflow.com/questions/840501/how-do-function-pointers-in-c-work
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struct scene_definition {
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scene_setKeys this_scene_setKeys;
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scene_start_sequence this_scene_start_sequence;
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scene_end_sequence this_scene_end_sequence;
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key_repeatModes this_key_repeatModes;
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key_commands_short this_key_commands_short;
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key_commands_long this_key_commands_long;
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gui_list this_gui_list;
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uint16_t this_activate_scene_command;
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};
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std::map<std::string, scene_definition> registered_scenes;
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t_scene_list scenes_on_sceneSelectionGUI;
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@ -51,21 +39,7 @@ void register_scene(
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// Can be overwritten in main.cpp
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scenes_on_sceneSelectionGUI.insert(scenes_on_sceneSelectionGUI.end(), {std::string(a_scene_name)});
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// Whenever a new scene is registered, normally a new scene command has been defined immediately before (e.g. see register_scene_TV()).
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// But this new scene command could have been already been used before in the key definition of another scene or a gui. The command at this time was 0, which is undefined.
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// So we have to set the keys again for all scenes and guis that have been registered before.
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// 1. set again the defaultKeys
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register_scene_defaultKeys();
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// 2. loop over all registered scenes and call setKeys()
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for (std::map<std::string, scene_definition>::iterator it = registered_scenes.begin(); it != registered_scenes.end(); ++it) {
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it->second.this_scene_setKeys();
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}
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// 3. loop over all registered guis and call setKeys()
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for (std::map<std::string, gui_definition>::iterator it = registered_guis_byName_map.begin(); it != registered_guis_byName_map.end(); ++it) {
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if (it->second.this_gui_setKeys != NULL) {
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it->second.this_gui_setKeys();
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}
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}
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setKeysForAllRegisteredGUIsAndScenes();
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}
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@ -14,6 +14,20 @@ typedef void (*scene_end_sequence)(void);
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typedef t_gui_list *gui_list;
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typedef t_scene_list *scene_list;
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// https://stackoverflow.com/questions/840501/how-do-function-pointers-in-c-work
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struct scene_definition {
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scene_setKeys this_scene_setKeys;
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scene_start_sequence this_scene_start_sequence;
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scene_end_sequence this_scene_end_sequence;
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key_repeatModes this_key_repeatModes;
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key_commands_short this_key_commands_short;
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key_commands_long this_key_commands_long;
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gui_list this_gui_list;
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uint16_t this_activate_scene_command;
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};
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extern std::map<std::string, scene_definition> registered_scenes;
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void register_scene(
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std::string a_scene_name,
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scene_setKeys a_scene_setKeys,
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@ -104,7 +104,6 @@ int main(int argc, char *argv[]) {
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register_keyboardCommands();
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// Register the GUIs. They will be displayed in the order they have been registered.
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// GUIs must be registered before the scenes, because only the scenes re-register key bindings to commands which have been defined after the key binding (see register_scene())
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register_gui_sceneSelection();
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register_gui_irReceiver();
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register_gui_settings();
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