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https://github.com/MarekZegare4/MeshCore-Solo.git
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Replace the single device-wide Scope text field with a small named list (wildcard "*" fixed first, plus a movable default): each channel picks one scope of its own (matching the app's per-channel region picker, surfaced in the channel-history title), and the repeater's Extra scopes multi-selects from the same list instead of comma-typed names. Both pickers are popups (PopupMenu gains addCheckItem()/a fillable-square checkbox glyph) over the existing screen rather than a full-screen takeover. Also fixes a stray-bits bug where a pre-existing prefs file's own sentinel tail could read into the new repeat_extra_scope_mask/ch_scope_idx fields and silently reappear as a real pick later once the scope list grew into that range. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
209 lines
9.5 KiB
C
209 lines
9.5 KiB
C
#pragma once
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#include <helpers/ui/DisplayDriver.h>
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#include <Arduino.h>
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#include "icons.h" // scalable scroll indicator (track + thumb), matches the rest of the UI
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// Generic scrollable popup menu overlay.
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// Caller owns item string lifetimes — addItem() stores const char* pointers.
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// Navigation wraps around: up from first item goes to last, and vice versa.
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struct PopupMenu {
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static const int PM_MAX_ITEMS = 24;
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const char* _items[PM_MAX_ITEMS];
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int _count;
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int _sel;
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int _scroll;
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int _cap; // actual visible cap, recomputed each render()
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bool active;
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const char* _title;
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// Rows added via addValueItem(): they carry a value the caller cycles rather
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// than an action to run, so Enter advances the value and leaves the menu open
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// (see handleInput). One bit per row; PM_MAX_ITEMS fits in a uint32_t.
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uint32_t _value_mask;
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bool _has_checkboxes; // true once addCheckItem() has been used this begin()
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uint32_t _checked_mask; // per-row checkbox state (addCheckItem/setChecked)
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// VALUE_NEXT: Enter landed on a value row -- caller advances that row's value
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// (same as its RIGHT step) and the menu stays open.
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enum Result { NONE, SELECTED, CANCELLED, VALUE_NEXT };
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PopupMenu() : _count(0), _sel(0), _scroll(0), _cap(3), active(false), _title(nullptr),
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_value_mask(0), _has_checkboxes(false), _checked_mask(0) {}
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// `visible` is only a seed for the first frame: render() recomputes _cap from
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// the live display height, so it does not cap or pad the item list.
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void begin(const char* title, int visible = 3) {
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_count = 0; _sel = 0; _scroll = 0;
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_cap = visible; active = true; _title = title;
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_value_mask = 0;
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_has_checkboxes = false; _checked_mask = 0;
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}
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void addItem(const char* item) {
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if (_count < PM_MAX_ITEMS) _items[_count++] = item;
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}
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// A row whose label shows a value ("Notif: ON", "Sort: Dist"). LEFT/RIGHT are
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// the caller's to handle as always; this only makes Enter behave like RIGHT
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// instead of picking the row and closing.
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void addValueItem(const char* item) {
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int i = _count;
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addItem(item);
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if (_count > i) _value_mask |= (1u << i);
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}
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// A checklist row: a value row (Enter toggles it and stays open, same
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// VALUE_NEXT contract as addValueItem()) that also draws a fillable-square
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// checkbox to the right of its label instead of the caller baking "[x]"/
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// "[ ]" into the text itself -- see icons.h's drawCheckbox(), the same
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// glyph SettingsScreen's volume/brightness bars use. Once any row uses
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// this, every row in the menu reserves the checkbox gutter (plain/
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// addValueItem rows just render without a box in it) -- mixing styles
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// isn't a use case this menu has today.
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void addCheckItem(const char* item, bool checked) {
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int i = _count;
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addValueItem(item);
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if (_count > i) {
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_has_checkboxes = true;
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setChecked(i, checked);
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}
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}
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void setChecked(int i, bool on) {
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if (i < 0 || i >= _count) return;
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if (on) _checked_mask |= (1u << i);
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else _checked_mask &= ~(1u << i);
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}
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bool isChecked(int i) const { return (_checked_mask >> i) & 1; }
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// A two-row Action/Cancel confirm for a destructive or hard-to-reverse
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// action, defaulting the highlight to Cancel (row 1) so accepting it takes
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// a deliberate move up. Same shape every such confirm in the UI uses --
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// see NearbyScreen's contact-delete confirm, AdminScreen's OTA-start
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// confirm, Trail's reset confirm, Messages' channel-delete confirm, and
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// RadioPresetPicker's preset-delete confirm.
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void beginConfirm(const char* title, const char* action_label, const char* cancel_label = "Cancel") {
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begin(title, 2);
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addItem(action_label);
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addItem(cancel_label);
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setSelected(1);
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}
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int render(DisplayDriver& display) {
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// Everything is derived from the live font metrics so the box fits its
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// content on every display — including landscape e-ink, where the font (and
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// line height) is ~2x the OLED. Fixed pixel constants used to clip the text
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// and leave the box the wrong size there.
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const int lh = display.getLineHeight();
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const int cw = display.getCharWidth();
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const int sh = display.sepH(); // separator thickness (2px landscape e-ink, else 1)
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const int item_h = lh + 2; // row pitch
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const int pad = 4; // inner left/right padding
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const int margin = 4; // gap to the screen edge
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// Compact menu: rows tile straight under the separator (no header gap here —
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// unlike full screens) so the selection bar fills its cell edge to edge.
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const int title_h = lh + 2 + sh; // title text + scaled separator
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// Hard ceiling: never show more rows than physically fit on screen.
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int avail_h = display.height() - margin * 2 - title_h - 2;
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int max_by_height = avail_h / item_h;
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if (max_by_height < 1) max_by_height = 1;
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_cap = max_by_height;
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int vis = (_count < _cap) ? _count : _cap;
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// render() is the single source of truth for _scroll: using the cap just
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// computed from the live display height, keep the selection inside the
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// visible window. handleInput() therefore never has to touch _scroll (and
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// can't act on a stale _cap from before the first render).
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if (_sel < _scroll) _scroll = _sel;
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else if (_sel >= _scroll + vis) _scroll = _sel - vis + 1;
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int max_scroll = _count - vis;
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if (max_scroll < 0) max_scroll = 0;
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if (_scroll > max_scroll) _scroll = max_scroll;
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if (_scroll < 0) _scroll = 0;
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bool can_scroll = (_count > vis);
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// Right gutter for the scroll indicator column, plus a couple px of
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// clearance from the box border (full-screen lists sit flush against the
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// screen edge instead, so they don't need this extra margin).
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int arrow_w = can_scroll ? (scrollIndicatorColWidth(display) + 2) : 0;
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// Box width: widest of the title / all items, plus padding and the arrow
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// gutter; clamped to the screen with a sane minimum.
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int content_w = _title ? display.getTextWidth(_title) : 0;
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for (int i = 0; i < _count; i++) {
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int w = display.getTextWidth(_items[i]);
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if (w > content_w) content_w = w;
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}
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int box_w = _has_checkboxes ? (checkboxWidth(display) + pad) : 0;
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int bw = content_w + pad * 2 + arrow_w + box_w;
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int max_bw = display.width() - margin * 2;
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if (bw > max_bw) bw = max_bw;
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int min_bw = cw * 6 + pad * 2;
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if (bw < min_bw) bw = min_bw;
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if (bw > max_bw) bw = max_bw;
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int bh = title_h + vis * item_h + 1; // +1 keeps the last row off the bottom border
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// Centre on screen (clamped to the margins on small displays).
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int bx = (display.width() - bw) / 2;
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int by = (display.height() - bh) / 2;
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if (bx < margin) bx = margin;
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if (by < margin) by = margin;
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display.setColor(DisplayDriver::DARK);
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display.fillRect(bx, by, bw, bh);
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display.setColor(DisplayDriver::LIGHT);
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display.drawRect(bx, by, bw, bh);
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if (_title) display.drawTextEllipsized(bx + pad, by + 1, bw - pad * 2, _title);
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display.fillRect(bx, by + lh + 2, bw, sh); // separator just under the title; gap follows
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int list_y = by + title_h;
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int text_w = bw - pad * 2 - arrow_w - box_w;
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if (text_w < cw) text_w = cw;
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for (int i = 0; i < vis && (_scroll + i) < _count; i++) {
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int idx = _scroll + i;
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int py = list_y + i * item_h + 1;
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if (idx == _sel) {
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display.setColor(DisplayDriver::LIGHT);
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// Stops short of the scroll-indicator gutter, like every other list's
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// selection bar (e.g. drawList's row width - reserve) — otherwise the
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// bar paints over the indicator's column instead of framing it.
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display.fillRect(bx + 1, py - 1, bw - 2 - arrow_w, item_h);
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display.setColor(DisplayDriver::DARK);
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} else {
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display.setColor(DisplayDriver::LIGHT);
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}
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// Return value not needed here: this popup already redraws every 50ms
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// (below), faster than any marquee step, so the animation is already smooth.
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display.drawTextEllipsized(bx + pad, py, text_w, _items[idx], idx == _sel);
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if (_has_checkboxes) drawCheckbox(display, bx + bw - arrow_w - pad - checkboxWidth(display), py, isChecked(idx));
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display.setColor(DisplayDriver::LIGHT);
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}
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// Same proportional track + thumb indicator the rest of the UI uses,
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// anchored to the box's own right edge (a couple px clear of the border)
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// instead of the screen edge since this box floats centred on screen.
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drawScrollIndicator(display, bx + bw - 2, list_y, vis * item_h, _count, vis, _scroll);
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display.setColor(DisplayDriver::LIGHT);
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return 50;
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}
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Result handleInput(char c) {
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if (_count == 0) { active = false; return CANCELLED; }
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// Selection only moves here; render() keeps it scrolled into view.
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if (c == KEY_UP) { _sel = (_sel > 0) ? _sel - 1 : _count - 1; return NONE; }
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if (c == KEY_DOWN) { _sel = (_sel < _count - 1) ? _sel + 1 : 0; return NONE; }
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if (c == KEY_ENTER) {
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if (_value_mask & (1u << _sel)) return VALUE_NEXT; // value row -- stays open
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active = false; return SELECTED;
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}
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// Only Back closes a popup. Hold-Enter opens menus and cycles value rows;
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// it is deliberately not a second way to go back.
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if (c == KEY_CANCEL) { active = false; return CANCELLED; }
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return NONE;
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}
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int selectedIndex() const { return _sel; }
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int count() const { return _count; }
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void setSelected(int i) { if (i >= 0 && i < _count) _sel = i; }
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};
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