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Liquid Crystal Menu

This is an Arduino library for easily creating a menus for LCD screens.

At the heart of this library, it is just a wrapper around the LiquidCrystal library.

 

Before You Begin

Before you get started with this library, you should be familiar with the Arduino LiquidCrystal library, and how to use it.

See this tutorial for the basics of using an LCD with your Arduino.

 

Installation

For installation of this library please follow this tutorial (go to the "Importing a .zip library" section).

Get the zip folder from the tags page or by cloning this repository and creating the zip folder yourself.

 

Examples

Looking at, running, and modifying the examples provided by this library, is probably the best way to learn how to use it.

There are examples that cover everything you need to know to get starting with creating your own menus.

Example Level Description
Simple Menu Beginner Create a basic menu
Splash Screen Beginner Shows how to create a splash screen
Nested Menus Intermediate Creates menus inside of other menus
Values Advanced Creates values that get displayed on the LCD
Changing Values Advanced Shows how to modify values that are displayed on the screen

 

Usage

This section will cover the basics of the API, but for working examples please refer to the examples.

You must include the library before you can use it:

#include <LiquidCrystalMenu.h>

 

Creating an Instance

Next, you'll need to create the LiquidCrystalMenu object, to do this,you need to connect the following pins from your LCD to your Arduino.

LiquidCrystalMenu myMenu(RS, RW, EN, D4, D5, D6, D7);

This library also accepts any of the constructors provided by the LiquidCrystal library.

Next, inside your setup() function you'll want to perform the following:

// cols should be the number of columns your LCD has
// rows should be the number of rows your LCD has
myMenu.begin(cols, rows);

This will initialize the library so it can accurataly display stuff on your LCD.

 

Splash Screens

For some projects it could be desirable to have a splash screen displayed on boot. This is easily done using the splash(String[], uint8_t).

Parameter Type Description Default
1 String[] Array of the contents to display for the splash screen N/A
2 uint8_t Amount of time (in milliseconds) to display the splash screen 4000

Note: the array of contents_to_display should be the same number of rows as your LCD, even if some of them are just empty strings.

// This snipped is assuming that the LCD is 2 rows.
// The example Beginner/SplashScreen can handle LCDs up to 6 rows
// (if those even exist).
String mySplashScreen[] = {
  "Row 1",
  "Row 2"
};

// Display splash screen for 3 seconds
myMenu.splash(mySplashScreen, 3000);

It is recomended that you have your splash screen displayed before adding anything to your menu.

 

Adding Menus

To add menus at a root level, use the addMenu(char*) method (inside your setup() function).

Parameter Type Description Default
1 char* Name of the menu N/A
myMenu.addMenu("Option 1");
myMenu.addMenu("Option 2");

This will result in the following menu structure:

- Option 1
- Option 2

 

Nested Menus

To add nested menus, save the return value of addMenu(), and pass that to the addMenu(MenuID, char*) method.

Parameter Type Description Default
1 MenuID Value returned from addMenu() N/A
2 char* Name of the nested menu N/A
MenuID option1 = myMenu.addMenu("Option 1");
myMenu.addMenu(option1, "Option 1.1");
myMenu.addMenu("Option 2");

This will give the following menu structure:

- Option 1
    - Option 1.1

- Option 2

 

Displaying Values

Since you are using a menu system with an Arduino you are probably wanting to use it to show data. This is also easily done with this Library, using one of the following methods:

  1. addValue(MenuID, char*, String *fn(void))
  2. addValue(MenuID, char*, String*)
Parameter Type Description Default
1 MenuID Value returned from addMenu() (this value will be shown as a submenu of this menu) N/A
2 char* Name of the value N/A
3.1 String *fn(void) Pointer to a function that returns a String (to retrieve the value) N/A
3.2 String* Pointer to a string that holds the value N/A
String myValueFunction() {
  return "Sample Value";
}

MenuID dataMenu = myMenu.addMenu("Data");
myMenu.addValue(dataMenu, "Sample", &myValueFunction);

myMenu.addMenu("Not Data");

or

String myValue = "Sample Value";

MenuID dataMenu = myMenu.addMenu("Data");
myMenu.addValue(dataMenu, "Sample", &myValue);

myMenu.addMenu("Not Data");

Both of these will create the following menu structure:

- Data
    - Sample
        - When inside this menu the data value will be shown

- Not Data

 

Changing Displayed Values

Since the values you pass to the library are pointers, you can change the value they represent and it will be reflected on the screen.

To do this, all you need to do is add the refreshValues() method to your loop() function. This will allow for the screen to show the new value automatically.

 

Constants

The following table lists the constants (#define) that are used by this library.

You can override these by doing #define CONSTNAT_NAME value before the #include <LiquidCrystalMenu.h> in your sketch.

Constant Description Default
LCDMENU_ACTION_DEBOUNCE Amount of time (in milliseconds) to delay at the end of the movement methods(up(), down(), select(), back()) 350
LCDMENU_REFRESH_INTERVAL Number of milliseconds used as a throttle for the refreshValues() method. The higher the interval the more milliseconds must pass before the library updates the value on the screen. 750