Revert menu_item_if ahead of refactor
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@@ -340,8 +340,8 @@ class MenuItem_bool : public MenuEditItemBase {
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* menu item that exists in two screen segments is drawn and processed twice per screen
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* update. With each item processed 5, 10, 20, or 40 times the logic has to be simple.
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*
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* To keep performance optimal, use the MENU_ITEM_IF/ELSE/ELIF macros. If function calls
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* are needed to test conditions, they should come before START_MENU / START_SCREEN.
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* To avoid repetition and side-effects, function calls for testing menu item conditions
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* should be done before the menu loop (START_MENU / START_SCREEN).
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*/
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/**
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@@ -536,17 +536,6 @@ class MenuItem_bool : public MenuEditItemBase {
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#define YESNO_ITEM_N_P(N,PLABEL, V...) _CONFIRM_ITEM_N_P(N, PLABEL, ##V)
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#define YESNO_ITEM_N(N,LABEL, V...) YESNO_ITEM_N_P(N, GET_TEXT(LABEL), ##V)
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/**
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* MENU_ITEM_IF/ELSE/ELIF
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*
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* Apply a condition for a menu item to exist.
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* When the condition passes, NEXT_ITEM updates _thisItemNr.
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* This cannot be used to wrap multiple menu items.
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*/
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#define MENU_ITEM_IF(COND) if ((_menuLineNr == _thisItemNr) && (COND))
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#define MENU_ITEM_ELIF(COND) else if ((_menuLineNr == _thisItemNr) && (COND))
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#define MENU_ITEM_ELSE else if (_menuLineNr == _thisItemNr)
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////////////////////////////////////////////
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/////////////// Menu Screens ///////////////
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////////////////////////////////////////////
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