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Table

The table is an input element and displays a table with multiple columns and lines.

Configure

Ensure the GUI library is included and initialised according to the configuration procedure.

table myTable;

The constructor creates a table.

1
2
myTable.dDefine(dx / 2, dy, dx * 4, dy * 4, 
    4, 3);

dDefine() defines the table with vector coordinates.

The required parameters are

  • The first line specifies the vector coordinates: top-left coordinates x-y then width and height in pixels.

The optional parameter is

  • The second line is optional and specifies the numbers of columns and lines, by default four columns and three lines.

By default, the table is not enabled.

Then,

myTable.drawInitial();
myTable.setState(stateEnabled);

drawInitial() draws the initial table with empty cells.

setState() defines whether touch is enabled for the element.

Select

  • stateDisabled or false for touch disabled;
  • stateEnabled or true for touch enabled.

By default, the table is not enabled.

Use

if (myTable.check())
{
    uint8_t indexColumn, indexLine;
    myTable.getIndex(indexColumn, indexLine);

    myTable.draw(indexColumn, indexLine, myColours.black);
}

check() polls the touch controller and returns true if the table is pressed.

An optional parameter defines the mode of how the element is checked:

  • checkNormal or false for normal check mode;
  • checkInstant or true for instant check mode.

Default mode is normal check mode.

In normal check mode, the element raises the event when the finger is released from the element. Additionally, the element goes through a cinematic sequence.

Start, press, release

In instant check mode, the element raises the event when the finger touches the element. No cinematic sequence is performed.

Start, press

getIndex() provides the indexes of the column and the line previously touched. The indexes start at 0.

draw() displays the cell at the column and line indexes with the colour.

Example

This is the core of the code from example GUI_Table.ino.

void displayTable()
{
    myScreen.setOrientation(myOrientation);
    uint16_t x, y, dx, dy;

    x = myScreen.screenSizeX();
    y = myScreen.screenSizeY();
    dx = x / 5;
    dy = y / 5;

    myGUI.delegate(false);

    dLabel(0, 0, x, dy, "Table", myColours.black, myColours.white, -1, 1, fontLarge);

    const uint8_t maxColumn = 4;
    const uint8_t maxLine = 3;
    table myTable;
    myTable.dDefine(dx / 2, dy, dx * 4, dy * 4, maxColumn, maxLine);
    myTable.drawInitial();
    uint16_t colours[maxColumn][maxLine];
    for (uint8_t i = 0; i < maxColumn; i++)
    {
        for (uint8_t j = 0; j < maxLine; j++)
        {
            colours[i][j] = myColours.white;
        }
    }

    drawNext();
    myScreen.flushFast();
    myTable.setState(stateEnabled);

    myGUI.delegate(true);
    uint8_t indexColumn, indexLine;
    while (!checkNext())
    {
        if (myTable.check())
        {
            myTable.getIndex(indexColumn, indexLine);

            if (colours[indexColumn][indexLine] == myColours.white)
            {
                colours[indexColumn][indexLine] = myColours.grey;
            }
            else if (colours[indexColumn][indexLine] == myColours.grey)
            {
                colours[indexColumn][indexLine] = myColours.black;
            }
            else if (colours[indexColumn][indexLine] == myColours.black)
            {
                colours[indexColumn][indexLine] = myColours.white;
            }

            myTable.draw(indexColumn, indexLine, colours[indexColumn][indexLine]);
        }
    }
}