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2: The cursor is off after the idle period. When you click on a number, you jump directly to that item. Wehen you press * the first item goes into edit mode. When you press # nothing happens. When you press "Up" you get the first field w. Cursor, when you pree down you get the second with Cursor. Cursor = Menupointer (in my case a arrow like i took out of one of your examples).
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flex_mode = eeprom.read16(4); // 0 = one shot, 1 = single, 2 = multi
flex_preset = eeprom.read16(6);
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menuFlexMode.setCurrentValue(flex_mode); // 0 = one shot, 1 = single, 2 = multi
menuFlexPreset.setCurrentValue(flex_preset);
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Dont know how many people are using this quirky arduino style to break up projects in smaller parts (using multiple .ino files in the project folder)
switches.addSwitch(g_b_start, onStartButton);
switches.addSwitch(g_b_lock, onLockButton);
switches.addSwitch(g_b_release, onReleaseButton);
switches.initialise(ioUsingArduino(), 1);
keyboard.initialise(ioUsingArduino(), &keyLayout, &menuKeyListener);
// repeat the pressed key after 850ms every 350ms
keyboard.setRepeatKeyMillis(850, 350);
#include <TaskManager.h>
#include <KeyboardManager.h>
#include <tcMenuKeyboard.h>
// Keyboard Layout for green 5x4 keyboard
const char KEYBOARD_STD_5X4_KEYS[] PROGMEM = "WXYZ123A456B789#L0R*";
KeyboardLayout keyLayout(5, 4, KEYBOARD_STD_5X4_KEYS);
// We need a keyboard manager class too
MatrixKeyboardManager keyboard;
// tcMenu keyboard listener
MenuEditingKeyListener menuKeyListener;
For a quick hack, is there a way to temporarly disable the keyboard? During stepper moves i dont need it, so i could just deactivate it before and reactivate afterwards.
I was just surprised that the lib is taking so much time for processing, did think on the Due it will not matter.