At present menu items are stored according to their sequence number in
the menu. In some cases we may want to have holes in that sequence, or
not use a sequence at all.
Add a new 'value' property for menu items. This will be used for
reading and writing, if present. If there is no 'value' property, then
the normal sequence number will be used instead.
Signed-off-by: Simon Glass <[email protected]>
/* IDs for the menu items */
item-id = <ID_CPU_SPEED_1 ID_CPU_SPEED_2
ID_CPU_SPEED_3>;
+
+ /* values for the menu items */
+ item-value = <0 3 6>;
};
power-loss {
static int menu_build(struct build_info *info, ofnode node, struct scene *scn,
uint id, struct scene_obj **objp)
{
+ const u32 *item_ids, *item_values;
struct scene_obj_menu *menu;
+ int ret, size, i, num_items;
uint title_id, menu_id;
- const u32 *item_ids;
- int ret, size, i;
const char *name;
name = ofnode_get_name(node);
return log_msg_ret("itm", -EINVAL);
if (!size || size % sizeof(u32))
return log_msg_ret("isz", -EINVAL);
- size /= sizeof(u32);
+ num_items = size / sizeof(u32);
- for (i = 0; i < size; i++) {
+ item_values = ofnode_read_prop(node, "item-value", &size);
+ if (item_values) {
+ if (size != num_items * sizeof(u32))
+ return log_msg_ret("vsz", -EINVAL);
+ }
+
+ for (i = 0; i < num_items; i++) {
struct scene_menitem *item;
uint label, key, desc;
desc, 0, 0, &item);
if (ret < 0)
return log_msg_ret("mi", ret);
+ if (item_values)
+ item->value = fdt32_to_cpu(item_values[i]);
}
*objp = &menu->obj;
struct scene_menitem *scene_menuitem_find_seq(const struct scene_obj_menu *menu,
uint seq);
+/**
+ * scene_menuitem_find_val() - Find the menu item with a given value
+ *
+ * @menu: Menu to check
+ * @find_val: Value to look for
+ * Return: menu item if found, else NULL
+ */
+struct scene_menitem *scene_menuitem_find_val(const struct scene_obj_menu *menu,
+ int val);
+
/**
* scene_bbox_union() - update bouding box with the demensions of an object
*
return NULL;
}
+struct scene_menitem *scene_menuitem_find_val(const struct scene_obj_menu *menu,
+ int val)
+{
+ struct scene_menitem *item;
+ uint i;
+
+ i = 0;
+ list_for_each_entry(item, &menu->item_head, sibling) {
+ if (item->value == val)
+ return item;
+ i++;
+ }
+
+ return NULL;
+}
+
/**
* update_pointers() - Update the pointer object and handle highlights
*
item->desc_id = desc_id;
item->preview_id = preview_id;
item->flags = flags;
+ item->value = INT_MAX;
list_add_tail(&item->sibling, &menu->item_head);
if (itemp)
Specifies the ID for each menu item. These are used for checking which item
has been selected.
+item-value
+ type: u32 list, optional
+
+ Specifies the value for each menu item. These are used for saving and
+ loading. If this is omitted the value is its position in the menu (0..n-1).
+ Valid values are positive and negative integers INT_MIN...(INT_MAX - 1).
+
item-label / item-label-id
type: string list / u32 list, required
/* IDs for the menu items */
item-id = <ID_CPU_SPEED_1 ID_CPU_SPEED_2
ID_CPU_SPEED_3>;
+
+ /* values for the menu items */
+ item-value = <(-1) 3 6>;
};
power-loss {
* @desc_id: ID of text object to use as the description text
* @preview_id: ID of the preview object, or 0 if none
* @flags: Flags for this item
+ * @value: Value for this item, or INT_MAX to use sequence
* @sibling: Node to link this item to its siblings
*/
struct scene_menitem {
uint desc_id;
uint preview_id;
uint flags;
+ int value;
struct list_head sibling;
};
ut_asserteq(0, item->desc_id);
ut_asserteq(0, item->preview_id);
ut_asserteq(0, item->flags);
+ ut_asserteq(0, item->value);
txt = scene_obj_find(scn, item->label_id, SCENEOBJT_NONE);
ut_asserteq_str("2 GHz", expo_get_str(exp, txt->str_id));
item-id = <ID_CPU_SPEED_1 ID_CPU_SPEED_2
ID_CPU_SPEED_3>;
+ /* values for the menu items */
+ item-value = <(-1) 3 6>;
+
start-bit = <0x400>;
bit-length = <2>;
};