Add ScreenRecoveryUI::ShowMenu().
From caller's PoV, RecoveryUI::{Start,Select,End}Menu should always be
used together, i.e. to show a menu and get user's selection. This CL
provides ShowMenu() as one-stop service (which is based on
get_menu_selection() from recovery.cpp).
Also move RecoveryUI::{Start,Select,End}Menu into ScreenRecoveryUI, with
a dropped access level from public to protected.
Due to the dependency on recovery / librecovery refactoring, will add
testcases in follow-up CLs.
Test: Build and boot into recovery image. Check the menus (main menu,
'View recovery logs', 'Wipe data/factory reset').
Change-Id: Ie17aa78144871a12affd6f9075e045f76608a0ba
diff --git a/ui.h b/ui.h
index 4c54d69..636c2ff 100644
--- a/ui.h
+++ b/ui.h
@@ -21,6 +21,7 @@
#include <pthread.h>
#include <time.h>
+#include <functional>
#include <string>
// Abstract class for controlling the user interface during recovery.
@@ -128,17 +129,18 @@
// --- menu display ---
- // Display some header text followed by a menu of items, which appears at the top of the screen
- // (in place of any scrolling ui_print() output, if necessary).
- virtual void StartMenu(const char* const* headers, const char* const* items,
- int initial_selection) = 0;
-
- // Sets the menu highlight to the given index, wrapping if necessary. Returns the actual item
- // selected.
- virtual int SelectMenu(int sel) = 0;
-
- // Ends menu mode, resetting the text overlay so that ui_print() statements will be displayed.
- virtual void EndMenu() = 0;
+ // Displays a menu with the given 'headers' and 'items'. The supplied 'key_handler' callback,
+ // which is typically bound to Device::HandleMenuKey(), should return the expected action for the
+ // given key code and menu visibility (e.g. to move the cursor or to select an item). Caller sets
+ // 'menu_only' to true to ensure only a menu item gets selected and returned. Otherwise if
+ // 'menu_only' is false, ShowMenu() will forward any non-negative value returned from the
+ // key_handler, which may be beyond the range of menu items. This could be used to trigger a
+ // device-specific action, even without that being listed in the menu. Caller needs to handle
+ // such a case accordingly (e.g. by calling Device::InvokeMenuItem() to process the action).
+ // Returns a non-negative value (the chosen item number or device-specific action code), or -1 if
+ // timed out waiting for input.
+ virtual int ShowMenu(const char* const* headers, const char* const* items, int initial_selection,
+ bool menu_only, const std::function<int(int, bool)>& key_handler) = 0;
protected:
void EnqueueKey(int key_code);