/*
    This file is part of Repetier-Firmware.

    Repetier-Firmware is free software: you can redistribute it and/or modify
    it under the terms of the GNU General Public License as published by
    the Free Software Foundation, either version 3 of the License, or
    (at your option) any later version.

    Repetier-Firmware is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    GNU General Public License for more details.

    You should have received a copy of the GNU General Public License
    along with Repetier-Firmware.  If not, see <http://www.gnu.org/licenses/>.

*/

#ifndef _ui_h
#define _ui_h

#include "gcode.h"

#define NO_DISPLAY  0
#define DISPLAY_4BIT 1
#define DISPLAY_8BIT 2
#define DISPLAY_I2C   3
#define DISPLAY_ARDUINO_LIB  4
#define DISPLAY_U8G  5
#define DISPLAY_GAMEDUINO2 6

/**
What display type do you use?
0 = No display
1 = LCD Display with 4 bit data bus
2 = LCD Display with 8 bit data bus (currently not implemented, fallback to 1)
3 = LCD Display with I2C connection, 4 bit mode
4 = Use the slower LiquiedCrystal library bundled with arduino.
    IMPORTANT: You need to uncomment the LiquidCrystal include in Repetier.pde for it to work.
               If you have Sanguino and want to use the library, you need to have Arduino 023 or older. (13.04.2012)
5 = U8G supported display
*/

// ----------------------------------------------------------------------------
//                          Action codes
// 1-999     : Autorepeat
// 1000-1999 : Execute
// 2000-2999 : Write code
// 4000-4999 : Show menu
// 5000-5999 : Wizard pages
// Add UI_ACTION_TOPMENU to show a menu as top menu
// ----------------------------------------------------------------------------

#define UI_ACTION_TOPMENU 8192

#define UI_ACTION_NEXT 1
#define UI_ACTION_PREVIOUS 2

#define UI_ACTION_X_UP                 100
#define UI_ACTION_X_DOWN               101
#define UI_ACTION_Y_UP                 102
#define UI_ACTION_Y_DOWN               103
#define UI_ACTION_Z_UP                 104
#define UI_ACTION_Z_DOWN               105
#define UI_ACTION_EXTRUDER_UP          106
#define UI_ACTION_EXTRUDER_DOWN        107
#define UI_ACTION_EXTRUDER_TEMP_UP     108
#define UI_ACTION_EXTRUDER_TEMP_DOWN   109
#define UI_ACTION_HEATED_BED_UP        110
#define UI_ACTION_HEATED_BED_DOWN      111
#define UI_ACTION_FAN_UP               112
#define UI_ACTION_FAN_DOWN             113

#define UI_ACTION_DUMMY 10000
#define UI_ACTION_BACK                  1000
#define UI_ACTION_OK                    1001
#define UI_ACTION_MENU_UP               1002
#define UI_ACTION_TOP_MENU              1003
#define UI_ACTION_EMERGENCY_STOP        1004
#define UI_ACTION_XPOSITION             1005
#define UI_ACTION_YPOSITION             1006
#define UI_ACTION_ZPOSITION             1007
#define UI_ACTION_EPOSITION             1008
#define UI_ACTION_BED_TEMP              1009
#define UI_ACTION_EXTRUDER_TEMP         1010
#define UI_ACTION_SD_DELETE             1012
#define UI_ACTION_SD_PRINT              1013
#define UI_ACTION_SD_PAUSE              1014
#define UI_ACTION_SD_CONTINUE           1015
#define UI_ACTION_SD_UNMOUNT            1016
#define UI_ACTION_SD_MOUNT              1017
#define UI_ACTION_XPOSITION_FAST        1018
#define UI_ACTION_YPOSITION_FAST        1019
#define UI_ACTION_ZPOSITION_FAST        1020
#define UI_ACTION_HOME_ALL              1021
#define UI_ACTION_HOME_X                1022
#define UI_ACTION_HOME_Y                1023
#define UI_ACTION_HOME_Z                1024
#define UI_ACTION_SELECT_EXTRUDER1      1025
#define UI_ACTION_STORE_EEPROM          1030
#define UI_ACTION_LOAD_EEPROM           1031
#define UI_ACTION_PRINT_ACCEL_X         1032
#define UI_ACTION_PRINT_ACCEL_Y         1033
#define UI_ACTION_PRINT_ACCEL_Z         1034
#define UI_ACTION_MOVE_ACCEL_X          1035
#define UI_ACTION_MOVE_ACCEL_Y          1036
#define UI_ACTION_MOVE_ACCEL_Z          1037
#define UI_ACTION_MAX_JERK              1038
#define UI_ACTION_MAX_ZJERK             1039
#define UI_ACTION_BAUDRATE              1040
#define UI_ACTION_HOMING_FEEDRATE_X     1041
#define UI_ACTION_HOMING_FEEDRATE_Y     1042
#define UI_ACTION_HOMING_FEEDRATE_Z     1043
#define UI_ACTION_MAX_FEEDRATE_X        1044
#define UI_ACTION_MAX_FEEDRATE_Y        1045
#define UI_ACTION_MAX_FEEDRATE_Z        1046
#define UI_ACTION_STEPS_X               1047
#define UI_ACTION_STEPS_Y               1048
#define UI_ACTION_STEPS_Z               1049
#define UI_ACTION_FAN_OFF               1050
#define UI_ACTION_FAN_25                1051
#define UI_ACTION_FAN_50                1052
#define UI_ACTION_FAN_75                1053
#define UI_ACTION_FAN_FULL              1054
#define UI_ACTION_FEEDRATE_MULTIPLY     1055
#define UI_ACTION_STEPPER_INACTIVE      1056
#define UI_ACTION_HORIZONTAL_RADIUS     1057
#define UI_ACTION_PID_PGAIN             1058
#define UI_ACTION_PID_IGAIN             1059
#define UI_ACTION_PID_DGAIN             1060
#define UI_ACTION_DRIVE_MIN             1061
#define UI_ACTION_DRIVE_MAX             1062
#define UI_ACTION_X_OFFSET              1063
#define UI_ACTION_Y_OFFSET              1064
#define UI_ACTION_EXTR_STEPS            1065
#define UI_ACTION_EXTR_ACCELERATION     1066
#define UI_ACTION_EXTR_MAX_FEEDRATE     1067
#define UI_ACTION_EXTR_START_FEEDRATE   1068
#define UI_ACTION_EXTR_HEATMANAGER      1069
#define UI_ACTION_EXTR_WATCH_PERIOD     1070
#define UI_ACTION_PID_MAX               1071
#define UI_ACTION_ADVANCE_K             1072
#define UI_ACTION_SET_ORIGIN            1073
#define UI_ACTION_DEBUG_ECHO            1074
#define UI_ACTION_DEBUG_INFO            1075
#define UI_ACTION_DEBUG_ERROR           1076
#define UI_ACTION_DEBUG_DRYRUN          1077
#define UI_ACTION_POWER                 1078
#define UI_ACTION_PREHEAT_PLA           1079
#define UI_ACTION_COOLDOWN              1080
#define UI_ACTION_HEATED_BED_OFF        1081
#define UI_ACTION_EXTRUDER0_OFF         1082
#define UI_ACTION_EXTRUDER1_OFF         1083
#define UI_ACTION_HEATED_BED_TEMP       1084
#define UI_ACTION_EXTRUDER0_TEMP        1085
#define UI_ACTION_EXTRUDER1_TEMP        1086
#define UI_ACTION_OPS_OFF               1087
#define UI_ACTION_OPS_CLASSIC           1088
#define UI_ACTION_OPS_FAST              1089
#define UI_ACTION_DISABLE_STEPPER       1090
#define UI_ACTION_RESET_EXTRUDER        1091
#define UI_ACTION_EXTRUDER_RELATIVE     1092
#define UI_ACTION_SELECT_EXTRUDER0      1093
#define UI_ACTION_ADVANCE_L             1094
#define UI_ACTION_PREHEAT_ABS           1095
#define UI_ACTION_FLOWRATE_MULTIPLY     1096
#define UI_ACTION_KILL                  1097
#define UI_ACTION_RESET                 1098
#define UI_ACTION_PAUSE                 1099
#define UI_ACTION_EXTR_WAIT_RETRACT_TEMP 1100
#define UI_ACTION_EXTR_WAIT_RETRACT_UNITS 1101
#define UI_ACTION_EXTRUDER2_OFF         1102
#define UI_ACTION_EXTRUDER2_TEMP        1103
#define UI_ACTION_SELECT_EXTRUDER2      1104
#define UI_ACTION_WRITE_DEBUG           1105
#define UI_ACTION_FANSPEED              1106
#define UI_ACTION_LIGHTS_ONOFF          1107
#define UI_ACTION_SD_STOP               1108
#define UI_ACTION_ZPOSITION_NOTEST      1109
#define UI_ACTION_ZPOSITION_FAST_NOTEST 1110
#define UI_ACTION_Z_BABYSTEPS           1111
#define UI_ACTION_MAX_INACTIVE          1112
#define UI_ACTION_TEMP_DEFECT           1113

#define UI_ACTION_MENU_XPOS             4000
#define UI_ACTION_MENU_YPOS             4001
#define UI_ACTION_MENU_ZPOS             4002
#define UI_ACTION_MENU_XPOSFAST         4003
#define UI_ACTION_MENU_YPOSFAST         4004
#define UI_ACTION_MENU_ZPOSFAST         4005
#define UI_ACTION_MENU_SDCARD           4006
#define UI_ACTION_MENU_QUICKSETTINGS    4007
#define UI_ACTION_MENU_EXTRUDER         4008
#define UI_ACTION_MENU_POSITIONS        4009
//#define UI_ACTION_SHOW_MEASUREMENT		4010
//#define UI_ACTION_RESET_MEASUREMENT		4011
#define UI_ACTION_SET_MEASURED_ORIGIN	4012
#define UI_ACTION_SET_P1				4013
#define UI_ACTION_SET_P2				4014
#define UI_ACTION_SET_P3				4015
#define UI_ACTION_CALC_LEVEL			4016
#define UI_ACTION_AUTOLEVEL_FULL        4017
#define UI_ACTION_SET_ADVANCED          4018
#define UI_ACTION_SET_SIMPLE            4019
#define UI_ACTION_CLEAN_BED1            4020
#define UI_ACTION_CLEAN_BED2            4021

#define UI_ACTION_SHOW_USERMENU1        4101
#define UI_ACTION_SHOW_USERMENU2        4102
#define UI_ACTION_SHOW_USERMENU3        4103
#define UI_ACTION_SHOW_USERMENU4        4104
#define UI_ACTION_SHOW_USERMENU5        4105
#define UI_ACTION_SHOW_USERMENU6        4106
#define UI_ACTION_SHOW_USERMENU7        4107
#define UI_ACTION_SHOW_USERMENU8        4108
#define UI_ACTION_SHOW_USERMENU9        4109
#define UI_ACTION_SHOW_USERMENU10       4110

#define UI_ACTION_WIZARD_FILAMENTCHANGE  5000

// Load basic language definition to make sure all values are defined
#include "uilang.h"

#define UI_MENU_TYPE_INFO 0
#define UI_MENU_TYPE_FILE_SELECTOR 1
#define UI_MENU_TYPE_SUBMENU 2
#define UI_MENU_TYPE_MODIFICATION_MENU 3
#define UI_MENU_TYPE_WIZARD 5

typedef struct {
  const char *text; // Menu text
  uint8_t menuType; // 0 = Info, 1 = Headline, 2 = submenu ref, 3 = direct action command, 4 = modify action command,
  unsigned int action; // must be int so it gets 32 bit on arm!
  uint8_t filter; // allows dynamic menu filtering based on Printer::menuMode bits set.
  uint8_t nofilter; // Hide if one of these bits are set
  bool showEntry() const;
} const UIMenuEntry;

typedef struct UIMenu_struct {
  // 0 = info page
  // 1 = file selector
  // 2 = submenu
  // 3 = modififaction menu
  // 5 = Wizard menu
  uint8_t menuType;
  int id; // Type of modification
  int numEntries;
  const UIMenuEntry * const * entries;
} const UIMenu;
extern const int8_t encoder_table[16] PROGMEM ;

//#ifdef COMPILE_I2C_DRIVER

/*************************************************************************
* Title:    C include file for the I2C master interface
*           (i2cmaster.S or twimaster.c)
* Author:   Peter Fleury <pfleury@gmx.ch>  http://jump.to/fleury
* File:     $Id: i2cmaster.h,v 1.10 2005/03/06 22:39:57 Peter Exp $
* Software: AVR-GCC 3.4.3 / avr-libc 1.2.3
* Target:   any AVR device
* Usage:    see Doxygen manual
**************************************************************************/





//extern const int matrixActions[] PROGMEM;
// Key codes
#define UI_KEYS_INIT_CLICKENCODER_LOW(pinA,pinB) SET_INPUT(pinA);SET_INPUT(pinB); PULLUP(pinA,HIGH);PULLUP(pinB,HIGH);
#define UI_KEYS_INIT_BUTTON_LOW(pin) SET_INPUT(pin);PULLUP(pin,HIGH);
#define UI_KEYS_INIT_CLICKENCODER_HIGH(pinA,pinB) SET_INPUT(pinA);SET_INPUT(pinB); PULLUP(pinA,LOW);PULLUP(pinB,LOW);
#define UI_KEYS_INIT_BUTTON_HIGH(pin) SET_INPUT(pin);PULLUP(pin,LOW);

#define UI_KEYS_CLICKENCODER_LOW(pinA,pinB)  uid.encoderLast = (uid.encoderLast << 2) & 0x0F;if (!READ(pinA)) uid.encoderLast |=2;if (!READ(pinB)) uid.encoderLast |=1; uid.encoderPos += pgm_read_byte(&encoder_table[uid.encoderLast]);
#define UI_KEYS_CLICKENCODER_LOW_REV(pinA,pinB)  uid.encoderLast = (uid.encoderLast << 2) & 0x0F;if (!READ(pinA)) uid.encoderLast |=2;if (!READ(pinB)) uid.encoderLast |=1; uid.encoderPos -= pgm_read_byte(&encoder_table[uid.encoderLast]);
#define UI_KEYS_BUTTON_LOW(pin,action_) if(READ(pin)==0) action=action_;
#define UI_KEYS_CLICKENCODER_HIGH(pinA,pinB)  uid.encoderLast = (uid.encoderLast << 2) & 0x0F;if (READ(pinA)) uid.encoderLast |=2;if (READ(pinB)) uid.encoderLast |=1; uid.encoderPos += pgm_read_byte(&encoder_table[uid.encoderLast]);
#define UI_KEYS_CLICKENCODER_HIGH_REV(pinA,pinB)  uid.encoderLast = (uid.encoderLast << 2) & 0x0F;if (READ(pinA)) uid.encoderLast |=2;if (READ(pinB)) uid.encoderLast |=1; uid.encoderPos -= pgm_read_byte(&encoder_table[uid.encoderLast]);
#define UI_KEYS_BUTTON_HIGH(pin,action_) if(READ(pin)!=0) action=action_;
#define UI_KEYS_INIT_MATRIX(r1,r2,r3,r4,c1,c2,c3,c4) if(c1>=0){SET_INPUT(c1);WRITE(c1,HIGH);}if(c2>=0){SET_INPUT(c2);WRITE(c2,HIGH);}if(c3>=0){SET_INPUT(c3);WRITE(c3,HIGH);}\
    if(c4>=0) {SET_INPUT(c4);WRITE(c4,HIGH);}if(r1>=0)SET_OUTPUT(r1);if(r2>=0)SET_OUTPUT(r2);if(r3>=0)SET_OUTPUT(r3);if(r4>=0)SET_OUTPUT(r4);\
    if(r1>=0)WRITE(r1,LOW);if(r2>=0)WRITE(r2,LOW);if(r3>=0)WRITE(r3,LOW);if(r4>=0)WRITE(r4,LOW);
//      out.print_int_P(PSTR("r4=>c1:"),READ(c1));out.print_int_P(PSTR(" c2:"),READ(c2));out.print_int_P(PSTR(" c3:"),READ(c3));out.println_int_P(PSTR(" c4:"),READ(c4));
#define UI_KEYS_MATRIX(r1,r2,r3,r4,c1,c2,c3,c4) {uint8_t r = (c1>=0?READ(c1):0) && (c2>=0?READ(c2):0) && (c3>=0?READ(c3):0) && (c4>=0?READ(c4):0);\
    if(!r) {\
      r = 255;\
      if(r2>=0)WRITE(r2,HIGH);if(r3>=0)WRITE(r3,HIGH);if(r4>=0)WRITE(r4,HIGH);\
      if(r1>=0) {\
        asm volatile ("nop\nnop\nnop\nnop\nnop");\
        if(!((c1>=0?READ(c1):1) && (c2>=0?READ(c2):1) && (c3>=0?READ(c3):1) && (c4>=0?READ(c4):1))) r = 0;\
        else WRITE(r1,HIGH);\
      }\
      if(r==255 && r2>=0) {\
        WRITE(r2,LOW);asm volatile ("nop\nnop\nnop\nnop\nnop");\
        if(!((c1>=0?READ(c1):1) && (c2>=0?READ(c2):1) && (c3>=0?READ(c3):1) && (c4>=0?READ(c4):1))) r = 4;\
        else WRITE(r2,HIGH);\
      }\
      if(r==255 && r3>=0) {\
        WRITE(r3,LOW);asm volatile ("nop\nnop\nnop\nnop\nnop");\
        if(!((c1>=0?READ(c1):0) && (c2>=0?READ(c2):1) && (c3>=0?READ(c3):1) && (c4>=0?READ(c4):1))) r = 8;\
        else WRITE(r3,HIGH);\
      }\
      if(r==255 && r4>=0) {\
        WRITE(r4,LOW);asm volatile ("nop\nnop\nnop\nnop\nnop");\
        if(!((c1>=0?READ(c1):1) && (c2>=0?READ(c2):1) && (c3>=0?READ(c3):1) && (c4>=0?READ(c4):1))) r = 12;\
        else WRITE(r4,HIGH);\
      }\
      if(c2>=0 && !READ(c2)) r+=1;\
      else if(c3>=0 && !READ(c3)) r+=2;\
      else if(c4>=0 && !READ(c4)) r+=3;\
      if(r<16) {action = pgm_read_word(&(matrixActions[r]));}\
    }if(r1>=0)WRITE(r1,LOW);if(r2>=0)WRITE(r2,LOW);if(r3>=0)WRITE(r3,LOW);if(r4>=0)WRITE(r4,LOW);}
// I2C keymask tests
#define UI_KEYS_I2C_CLICKENCODER_LOW(pinA,pinB)  uid.encoderLast = (uid.encoderLast << 2) & 0x0F;if (!(keymask & pinA)) uid.encoderLast |=2;if (!(keymask & pinB)) uid.encoderLast |=1; uid.encoderPos += pgm_read_byte(&encoder_table[uid.encoderLast]);
#define UI_KEYS_I2C_CLICKENCODER_LOW_REV(pinA,pinB)  uid.encoderLast = (uid.encoderLast << 2) & 0x0F;if (!(keymask & pinA)) uid.encoderLast |=2;if (!(keymask & pinB)) uid.encoderLast |=1; uid.encoderPos -= pgm_read_byte(&encoder_table[uid.encoderLast]);
#define UI_KEYS_I2C_BUTTON_LOW(pin,action_) if((keymask & pin)==0) action=action_;
#define UI_KEYS_I2C_CLICKENCODER_HIGH(pinA,pinB)  uid.encoderLast = (uid.encoderLast << 2) & 0x0F;if (keymask & pinA) uid.encoderLast |=2;if (keymask & pinB) uid.encoderLast |=1; uid.encoderPos += pgm_read_byte(&encoder_table[uid.encoderLast]);
#define UI_KEYS_I2C_CLICKENCODER_HIGH_REV(pinA,pinB)  uid.encoderLast = (uid.encoderLast << 2) & 0x0F;if (keymask & pinA) uid.encoderLast |=2;if (keymask & pinB) uid.encoderLast |=1; uid.encoderPos -= pgm_read_byte(&encoder_table[uid.encoderLast]);
#define UI_KEYS_I2C_BUTTON_HIGH(pin,action_) if((pin & keymask)!=0) action=action_;

#define UI_STRING(name,text) const char PROGMEM name[] = text

#define UI_PAGE6(name,row1,row2,row3,row4,row5,row6) UI_STRING(name ## _1txt,row1);UI_STRING(name ## _2txt,row2);UI_STRING(name ## _3txt,row3);UI_STRING(name ## _4txt,row4);UI_STRING(name ## _5txt,row5);UI_STRING(name ## _6txt,row6);\
   UIMenuEntry name ## _1 PROGMEM ={name ## _1txt,0,0,0,0};\
   UIMenuEntry name ## _2 PROGMEM ={name ## _2txt,0,0,0,0};\
   UIMenuEntry name ## _3 PROGMEM ={name ## _3txt,0,0,0,0};\
   UIMenuEntry name ## _4 PROGMEM ={name ## _4txt,0,0,0,0};\
   UIMenuEntry name ## _5 PROGMEM ={name ## _5txt,0,0,0,0};\
   UIMenuEntry name ## _6 PROGMEM ={name ## _6txt,0,0,0,0};\
   const UIMenuEntry * const name ## _entries [] PROGMEM = {&name ## _1,&name ## _2,&name ## _3,&name ## _4,&name ## _5,&name ## _6};\
   const UIMenu name PROGMEM = {0,0,6,name ## _entries};
#define UI_PAGE4(name,row1,row2,row3,row4) UI_STRING(name ## _1txt,row1);UI_STRING(name ## _2txt,row2);UI_STRING(name ## _3txt,row3);UI_STRING(name ## _4txt,row4);\
  UIMenuEntry name ## _1 PROGMEM ={name ## _1txt,0,0,0,0};\
  UIMenuEntry name ## _2 PROGMEM ={name ## _2txt,0,0,0,0};\
  UIMenuEntry name ## _3 PROGMEM ={name ## _3txt,0,0,0,0};\
  UIMenuEntry name ## _4 PROGMEM ={name ## _4txt,0,0,0,0};\
  const UIMenuEntry * const name ## _entries [] PROGMEM = {&name ## _1,&name ## _2,&name ## _3,&name ## _4};\
  const UIMenu name PROGMEM = {0,0,4,name ## _entries};
#define UI_PAGE2(name,row1,row2) UI_STRING(name ## _1txt,row1);UI_STRING(name ## _2txt,row2);\
  UIMenuEntry name ## _1 PROGMEM ={name ## _1txt,0,0,0,0};\
  UIMenuEntry name ## _2 PROGMEM ={name ## _2txt,0,0,0,0};\
  const UIMenuEntry * const name ## _entries[] PROGMEM = {&name ## _1,&name ## _2};\
  const UIMenu name PROGMEM = {0,0,2,name ## _entries};
#define UI_WIZARD4(name,action,row1,row2,row3,row4) UI_STRING(name ## _1txt,row1);UI_STRING(name ## _2txt,row2);UI_STRING(name ## _3txt,row3);UI_STRING(name ## _4txt,row4);\
  UIMenuEntry name ## _1 PROGMEM ={name ## _1txt,0,0,0,0};\
  UIMenuEntry name ## _2 PROGMEM ={name ## _2txt,0,0,0,0};\
  UIMenuEntry name ## _3 PROGMEM ={name ## _3txt,0,0,0,0};\
  UIMenuEntry name ## _4 PROGMEM ={name ## _4txt,0,0,0,0};\
  const UIMenuEntry * const name ## _entries [] PROGMEM = {&name ## _1,&name ## _2,&name ## _3,&name ## _4};\
  const UIMenu name PROGMEM = {5,action,4,name ## _entries};
#define UI_WIZARD2(name,action,row1,row2) UI_STRING(name ## _1txt,row1);UI_STRING(name ## _2txt,row2);\
  UIMenuEntry name ## _1 PROGMEM ={name ## _1txt,0,0,0,0};\
  UIMenuEntry name ## _2 PROGMEM ={name ## _2txt,0,0,0,0};\
  const UIMenuEntry * const name ## _entries[] PROGMEM = {&name ## _1,&name ## _2};\
  const UIMenu name PROGMEM = {5,action,2,name ## _entries};
#define UI_MENU_ACTION4C(name,action,rows) UI_MENU_ACTION4(name,action,rows)
#define UI_MENU_ACTION2C(name,action,rows) UI_MENU_ACTION2(name,action,rows)
#define UI_MENU_ACTION4(name,action,row1,row2,row3,row4) UI_STRING(name ## _1txt,row1);UI_STRING(name ## _2txt,row2);UI_STRING(name ## _3txt,row3);UI_STRING(name ## _4txt,row4);\
  UIMenuEntry name ## _1 PROGMEM ={name ## _1txt,0,0,0,0};\
  UIMenuEntry name ## _2 PROGMEM ={name ## _2txt,0,0,0,0};\
  UIMenuEntry name ## _3 PROGMEM ={name ## _3txt,0,0,0,0};\
  UIMenuEntry name ## _4 PROGMEM ={name ## _4txt,0,0,0,0};\
  const UIMenuEntry * const name ## _entries[] PROGMEM = {&name ## _1,&name ## _2,&name ## _3,&name ## _4};\
  const UIMenu name PROGMEM = {3,action,4,name ## _entries};
#define UI_MENU_ACTION2(name,action,row1,row2) UI_STRING(name ## _1txt,row1);UI_STRING(name ## _2txt,row2);\
  UIMenuEntry name ## _1 PROGMEM ={name ## _1txt,0,0,0,0};\
  UIMenuEntry name ## _2 PROGMEM ={name ## _2txt,0,0,0,0};\
  const UIMenuEntry * const name ## _entries[] PROGMEM = {&name ## _1,&name ## _2};\
  const UIMenu name PROGMEM = {3,action,2,name ## _entries};
#define UI_MENU_HEADLINE(name,text) UI_STRING(name ## _txt,text);UIMenuEntry name PROGMEM = {name ## _txt,1,0,0,0};
#define UI_MENU_CHANGEACTION(name,row,action) UI_STRING(name ## _txt,row);UIMenuEntry name PROGMEM = {name ## _txt,4,action,0,0};
#define UI_MENU_ACTIONCOMMAND(name,row,action) UI_STRING(name ## _txt,row);UIMenuEntry name PROGMEM = {name ## _txt,3,action,0,0};
#define UI_MENU_ACTIONSELECTOR(name,row,entries) UI_STRING(name ## _txt,row);UIMenuEntry name PROGMEM = {name ## _txt,2,(unsigned int)&entries,0,0};
#define UI_MENU_SUBMENU(name,row,entries) UI_STRING(name ## _txt,row);UIMenuEntry name PROGMEM = {name ## _txt,2,(unsigned int)&entries,0,0};
#define UI_MENU_WIZARD(name,row,entries) UI_STRING(name ## _txt,row);UIMenuEntry name PROGMEM = {name ## _txt,5,(unsigned int)&entries,0,0};
#define UI_MENU_CHANGEACTION_FILTER(name,row,action,filter,nofilter) UI_STRING(name ## _txt,row);UIMenuEntry name PROGMEM = {name ## _txt,4,action,filter,nofilter};
#define UI_MENU_ACTIONCOMMAND_FILTER(name,row,action,filter,nofilter) UI_STRING(name ## _txt,row);UIMenuEntry name PROGMEM = {name ## _txt,3,action,filter,nofilter};
#define UI_MENU_ACTIONSELECTOR_FILTER(name,row,entries,filter,nofilter) UI_STRING(name ## _txt,row);UIMenuEntry name PROGMEM = {name ## _txt,2,(unsigned int)&entries,filter,nofilter};
#define UI_MENU_SUBMENU_FILTER(name,row,entries,filter,nofilter) UI_STRING(name ## _txt,row);UIMenuEntry name PROGMEM = {name ## _txt,2,(unsigned int)&entries,filter,nofilter};
#define UI_MENU(name,items,itemsCnt) const UIMenuEntry * const name ## _entries[] PROGMEM = items;const UIMenu name PROGMEM = {2,0,itemsCnt,name ## _entries};
#define UI_MENU_FILESELECT(name,items,itemsCnt) const UIMenuEntry * const name ## _entries[] PROGMEM = items;const UIMenu name PROGMEM = {1,0,itemsCnt,name ## _entries};

#if FEATURE_CONTROLLER == CONTROLLER_SMARTRAMPS || FEATURE_CONTROLLER == CONTROLLER_GADGETS3D_SHIELD || FEATURE_CONTROLLER == CONTROLLER_REPRAPDISCOUNT_GLCD
#undef SDCARDDETECT
#define SDCARDDETECT 49
#undef SDCARDDETECTINVERTED
#define SDCARDDETECTINVERTED 0
#undef SDSUPPORT
#define SDSUPPORT 1
#endif

#if  FEATURE_CONTROLLER == CONTROLLER_RAMBO
#undef SDCARDDETECT
#if MOTHERBOARD == 301
#define SDCARDDETECT 81
#endif
#if MOTHERBOARD == 302
#define SDCARDDETECT 15
#endif
#undef SDCARDDETECTINVERTED
#define SDCARDDETECTINVERTED 0
#undef SDSUPPORT
#define SDSUPPORT 1
#endif

// Maximum size of a row - if row is larger, text gets scrolled
#if UI_DISPLAY_TYPE == DISPLAY_GAMEDUINO2
#define MAX_COLS 50
#else
#define MAX_COLS 28
#endif
#define UI_MENU_MAXLEVEL 5

#define UI_FLAG_FAST_KEY_ACTION 1
#define UI_FLAG_SLOW_KEY_ACTION 2
#define UI_FLAG_SLOW_ACTION_RUNNING 4
#define UI_FLAG_KEY_TEST_RUNNING 8

class UIDisplay {
  public:
    volatile uint8_t flags; // 1 = fast key action, 2 = slow key action, 4 = slow action running, 8 = key test running
    uint8_t col; // current col for buffer prefill
    uint8_t menuLevel; // current menu level, 0 = info, 1 = group, 2 = groupdata select, 3 = value change
    uint16_t menuPos[UI_MENU_MAXLEVEL]; // Positions in menu
    const UIMenu *menu[UI_MENU_MAXLEVEL]; // Menus active
    uint16_t menuTop[UI_MENU_MAXLEVEL]; // Top row in menu
    int8_t shift; // Display shift for scrolling text
    int pageDelay; // Counter. If 0 page is refreshed if menuLevel is 0.
    void *errorMsg;
    uint16_t activeAction; // action for ok/next/previous
    uint16_t lastAction;
    uint16_t delayedAction;
    millis_t lastSwitch; // Last time display switched pages
    millis_t lastRefresh;
    uint16_t lastButtonAction;
    millis_t lastButtonStart;
    millis_t nextRepeat; // Time of next autorepeat
    millis_t lastNextPrev; // for increasing speed settings
    float lastNextAccumul; // Accumulated value
    unsigned int outputMask; // Output mask for backlight, leds etc.
    int repeatDuration; // Time beween to actions if autorepeat is enabled
    int8_t oldMenuLevel;
    uint8_t encoderStartScreen;
    char printCols[MAX_COLS+1];
    void addInt(int value,uint8_t digits,char fillChar=' '); // Print int into printCols
    void addLong(long value,char digits);
    inline void addLong(long value) {addLong(value, -11);};
    void addFloat(float number, char fixdigits,uint8_t digits);
    inline void addFloat(float number) {addFloat(number, -9,2);};
    void addStringP(PGM_P text);
    void addChar(const char c);
    void addGCode(GCode *code);
    int okAction(bool allowMoves);
    bool nextPreviousAction(int8_t next, bool allowMoves);
    char statusMsg[21];
    int8_t encoderPos;
    int8_t encoderLast;
    UIDisplay();
    void createChar(uint8_t location, const uint8_t charmap[]);
    void initialize(); // Initialize display and keys
    void waitForKey();
    void printRow(uint8_t r, char *txt, char *txt2, uint8_t changeAtCol); // Print row on display
    void printRowP(uint8_t r,PGM_P txt);
    void parse(const char *txt,bool ram); /// Parse output and write to printCols;
    void refreshPage();
    int executeAction(int action, bool allowMoves);
    void finishAction(int action);
    void slowAction(bool allowMoves);
    void fastAction();
    void mediumAction();
    void pushMenu(const UIMenu *men, bool refresh);
    void popMenu(bool refresh);
    void adjustMenuPos();
    void setStatusP(PGM_P txt, bool error = false);
    void setStatus(const char *txt, bool error = false);
    inline void setOutputMaskBits(unsigned int bits) {outputMask |= bits;}
    inline void unsetOutputMaskBits(unsigned int bits) {outputMask &= ~bits;}
    void updateSDFileCount();
    void goDir(char *name);
    bool isDirname(char *name);
    bool isWizardActive();
    char cwd[SD_MAX_FOLDER_DEPTH*LONG_FILENAME_LENGTH+2];
    uint8_t folderLevel;
};
extern UIDisplay uid;


#if FEATURE_CONTROLLER == UICONFIG_CONTROLLER
#include "uiconfig.h"
#endif
// No controller at all
#if FEATURE_CONTROLLER == NO_CONTROLLER
#define UI_HAS_KEYS 0
#define UI_DISPLAY_TYPE NO_DISPLAY
#if UI_MAIN
void uiInitKeys() {}
void uiCheckKeys(int &action) {}
inline void uiCheckSlowEncoder() {}
void uiCheckSlowKeys(int &action) {}
#endif // UI_MAIN
#endif // NO_CONTROLLER
#if (FEATURE_CONTROLLER == CONTROLLER_SMARTRAMPS) || (FEATURE_CONTROLLER == CONTROLLER_GADGETS3D_SHIELD) || (FEATURE_CONTROLLER == CONTROLLER_REPRAPDISCOUNT_GLCD)
#define UI_HAS_KEYS 1
#define UI_HAS_BACK_KEY 0
#if FEATURE_CONTROLLER == CONTROLLER_REPRAPDISCOUNT_GLCD
#define UI_DISPLAY_TYPE DISPLAY_U8G
#define U8GLIB_ST7920
#define UI_LCD_WIDTH 128
#define UI_LCD_HEIGHT 64

//select font size
#define UI_FONT_6X10 //default font
#ifdef UI_FONT_6X10
#define UI_FONT_WIDTH 6
#define UI_FONT_HEIGHT 10
#define UI_FONT_SMALL_HEIGHT 7
#define UI_FONT_DEFAULT repetier_6x10
#define UI_FONT_SMALL repetier_5x7
#define UI_FONT_SMALL_WIDTH 5 //smaller font for status display
#define UI_ANIMATION 0  // Animations are too slow
#endif

//calculate rows and cols available with current font
#define UI_COLS (UI_LCD_WIDTH/UI_FONT_WIDTH)
#define UI_ROWS (UI_LCD_HEIGHT/UI_FONT_HEIGHT)
#define UI_DISPLAY_CHARSET 3
#else
#define UI_DISPLAY_TYPE DISPLAY_4BIT
#define UI_DISPLAY_CHARSET 1
#define UI_COLS 20
#define UI_ROWS 4
#endif
#define BEEPER_TYPE 1
#if FEATURE_CONTROLLER == CONTROLLER_GADGETS3D_SHIELD // Gadgets3d shield
#define BEEPER_PIN             33
#define UI_DISPLAY_RS_PIN      16
#define UI_DISPLAY_RW_PIN      -1
#define UI_DISPLAY_ENABLE_PIN  17
#define UI_DISPLAY_D0_PIN      23
#define UI_DISPLAY_D1_PIN      25
#define UI_DISPLAY_D2_PIN      27
#define UI_DISPLAY_D3_PIN      29
#define UI_DISPLAY_D4_PIN      23
#define UI_DISPLAY_D5_PIN      25
#define UI_DISPLAY_D6_PIN      27
#define UI_DISPLAY_D7_PIN      29
#define UI_ENCODER_A           35
#define UI_ENCODER_B           37
#define UI_ENCODER_CLICK       31
#define UI_RESET_PIN           41
#else  // Smartcontroller
#if MOTHERBOARD==80 // Rumba has different pins as RAMPS!
#define BEEPER_PIN             44
#define UI_DISPLAY_RS_PIN      19
#define UI_DISPLAY_RW_PIN      -1
#define UI_DISPLAY_ENABLE_PIN  42
#define UI_DISPLAY_D0_PIN      18
#define UI_DISPLAY_D1_PIN      38
#define UI_DISPLAY_D2_PIN      41
#define UI_DISPLAY_D3_PIN      40
#define UI_DISPLAY_D4_PIN      18
#define UI_DISPLAY_D5_PIN      38
#define UI_DISPLAY_D6_PIN      41
#define UI_DISPLAY_D7_PIN      40
#define UI_ENCODER_A           12
#define UI_ENCODER_B           11
#define UI_ENCODER_CLICK       43
#define UI_RESET_PIN           46
#else
#define BEEPER_PIN             37
#define UI_DISPLAY_RS_PIN      16
#define UI_DISPLAY_RW_PIN      -1
#define UI_DISPLAY_ENABLE_PIN  17
#define UI_DISPLAY_D0_PIN      23
#define UI_DISPLAY_D1_PIN      25
#define UI_DISPLAY_D2_PIN      27
#define UI_DISPLAY_D3_PIN      29
#define UI_DISPLAY_D4_PIN      23
#define UI_DISPLAY_D5_PIN      25
#define UI_DISPLAY_D6_PIN      27
#define UI_DISPLAY_D7_PIN      29
#define UI_ENCODER_A           33
#define UI_ENCODER_B           31
#define UI_ENCODER_CLICK       35
#define UI_RESET_PIN           41
#endif
#endif
#define UI_DELAYPERCHAR 50
#define UI_INVERT_MENU_DIRECTION 0
#if UI_MAIN
void uiInitKeys() {
  UI_KEYS_INIT_CLICKENCODER_LOW(UI_ENCODER_A,UI_ENCODER_B); // click encoder on pins 47 and 45. Phase is connected with gnd for signals.
  UI_KEYS_INIT_BUTTON_LOW(UI_ENCODER_CLICK); // push button, connects gnd to pin
  UI_KEYS_INIT_BUTTON_LOW(UI_RESET_PIN); // Kill pin
}
void uiCheckKeys(int &action) {
 UI_KEYS_CLICKENCODER_LOW_REV(UI_ENCODER_A,UI_ENCODER_B); // click encoder on pins 47 and 45. Phase is connected with gnd for signals.
 UI_KEYS_BUTTON_LOW(UI_ENCODER_CLICK,UI_ACTION_OK); // push button, connects gnd to pin
 UI_KEYS_BUTTON_LOW(UI_RESET_PIN,UI_ACTION_RESET);
}
inline void uiCheckSlowEncoder() {}
void uiCheckSlowKeys(int &action) {}
#endif
#endif // Controller 2 and 10

#if FEATURE_CONTROLLER == CONTROLLER_ADAFRUIT
#define UI_HAS_KEYS 1
#define UI_HAS_BACK_KEY 1
#define UI_DISPLAY_TYPE DISPLAY_I2C
#define UI_DISPLAY_CHARSET 1
#define UI_COLS 16
#define UI_ROWS 2
#define UI_DISPLAY_I2C_CHIPTYPE 1
#define UI_DISPLAY_I2C_ADDRESS 0x40
#define UI_DISPLAY_I2C_OUTPUT_PINS 65504
#define UI_DISPLAY_I2C_OUTPUT_START_MASK 0
#define UI_DISPLAY_I2C_PULLUP 31
#define UI_I2C_CLOCKSPEED 400000L
#define UI_DISPLAY_RS_PIN _BV(15)
#define UI_DISPLAY_RW_PIN _BV(14)
#define UI_DISPLAY_ENABLE_PIN _BV(13)
#define UI_DISPLAY_D0_PIN _BV(12)
#define UI_DISPLAY_D1_PIN _BV(11)
#define UI_DISPLAY_D2_PIN _BV(10)
#define UI_DISPLAY_D3_PIN _BV(9)
#define UI_DISPLAY_D4_PIN _BV(12)
#define UI_DISPLAY_D5_PIN _BV(11)
#define UI_DISPLAY_D6_PIN _BV(10)
#define UI_DISPLAY_D7_PIN _BV(9)
#define UI_INVERT_MENU_DIRECTION 1
#define UI_HAS_I2C_KEYS
#define UI_HAS_I2C_ENCODER 0
#define UI_I2C_KEY_ADDRESS 0x40
#ifdef UI_MAIN
void uiInitKeys() {}
void uiCheckKeys(int &action) {}
inline void uiCheckSlowEncoder() {
  HAL::i2cStartWait(UI_DISPLAY_I2C_ADDRESS+I2C_WRITE);
  HAL::i2cWrite(0x12); // GIOA
  HAL::i2cStop();
  HAL::i2cStartWait(UI_DISPLAY_I2C_ADDRESS+I2C_READ);
  unsigned int keymask = HAL::i2cReadAck();
  keymask = keymask + (HAL::i2cReadNak()<<8);
  HAL::i2cStop();
}
void uiCheckSlowKeys(int &action) {
  HAL::i2cStartWait(UI_DISPLAY_I2C_ADDRESS+I2C_WRITE);
  HAL::i2cWrite(0x12); // GPIOA
  HAL::i2cStop();
  HAL::i2cStartWait(UI_DISPLAY_I2C_ADDRESS+I2C_READ);
  unsigned int keymask = HAL::i2cReadAck();
  keymask = keymask + (HAL::i2cReadNak()<<8);
  HAL::i2cStop();
  UI_KEYS_I2C_BUTTON_LOW(4,UI_ACTION_PREVIOUS); // Up button
  UI_KEYS_I2C_BUTTON_LOW(8,UI_ACTION_NEXT); // down button
  UI_KEYS_I2C_BUTTON_LOW(16,UI_ACTION_BACK); // left button
  UI_KEYS_I2C_BUTTON_LOW(2,UI_ACTION_OK); // right button
  UI_KEYS_I2C_BUTTON_LOW(1,UI_ACTION_MENU_QUICKSETTINGS);  //Select button
}
#endif
#endif // Controller 3

#if FEATURE_CONTROLLER == CONTROLLER_FOLTYN
#define UI_HAS_KEYS 1
#define UI_HAS_BACK_KEY 1
#define UI_DISPLAY_TYPE DISPLAY_4BIT
#define UI_DISPLAY_CHARSET 2
#define UI_COLS 20
#define UI_ROWS 4
#define UI_DISPLAY_RS_PIN		63		// PINK.1, 88, D_RS
#define UI_DISPLAY_RW_PIN		-1
#define UI_DISPLAY_ENABLE_PIN	        65		// PINK.3, 86, D_E
#define UI_DISPLAY_D0_PIN		59		// PINF.5, 92, D_D4
#define UI_DISPLAY_D1_PIN		64		// PINK.2, 87, D_D5
#define UI_DISPLAY_D2_PIN		44		// PINL.5, 40, D_D6
#define UI_DISPLAY_D3_PIN		66		// PINK.4, 85, D_D7
#define UI_DISPLAY_D4_PIN		59		// PINF.5, 92, D_D4
#define UI_DISPLAY_D5_PIN		64		// PINK.2, 87, D_D5
#define UI_DISPLAY_D6_PIN		44		// PINL.5, 40, D_D6
#define UI_DISPLAY_D7_PIN		66		// PINK.4, 85, D_D7
#define UI_DELAYPERCHAR		   50
#define UI_INVERT_MENU_DIRECTION 0
#if UI_MAIN
void uiInitKeys() {
  UI_KEYS_INIT_BUTTON_LOW(4); // push button, connects gnd to pin
  UI_KEYS_INIT_BUTTON_LOW(5);
  UI_KEYS_INIT_BUTTON_LOW(6);
  UI_KEYS_INIT_BUTTON_LOW(11);
  UI_KEYS_INIT_BUTTON_LOW(42);
}
void uiCheckKeys(int &action) {
 UI_KEYS_BUTTON_LOW(4,UI_ACTION_OK); // push button, connects gnd to pin
 UI_KEYS_BUTTON_LOW(5,UI_ACTION_NEXT); // push button, connects gnd to pin
 UI_KEYS_BUTTON_LOW(6,UI_ACTION_PREVIOUS); // push button, connects gnd to pin
 UI_KEYS_BUTTON_LOW(11,UI_ACTION_BACK); // push button, connects gnd to pin
 UI_KEYS_BUTTON_LOW(42,UI_ACTION_SD_PRINT ); // push button, connects gnd to pin
}
inline void uiCheckSlowEncoder() {}
void uiCheckSlowKeys(int &action) {}
#endif
#endif // Controller 4


#if FEATURE_CONTROLLER == CONTROLLER_VIKI // Viki Lcd

// You need to change these 3 button according to the positions
// where you put them into your board!
#define UI_ENCODER_A      7 // pins the click encoder are connected to
#define UI_ENCODER_B      22
#define UI_RESET_PIN      32 // single button for reset
#define SDCARDDETECT      49 // Set to -1 if you have not connected that pin
#define SDSS              53 // Chip select pin

#define SDSUPPORT 1
#define SDCARDDETECTINVERTED 0

#define UI_HAS_KEYS 1
#define UI_HAS_BACK_KEY 1
#define UI_DISPLAY_TYPE DISPLAY_I2C
#define UI_DISPLAY_CHARSET 1
#define UI_COLS 20
#define UI_ROWS 4
#define UI_DISPLAY_I2C_CHIPTYPE 1
#define UI_DISPLAY_I2C_ADDRESS 0x40
#define UI_DISPLAY_I2C_OUTPUT_PINS 0xFFE0
#define UI_DISPLAY_I2C_OUTPUT_START_MASK 0x01C0 // bits that are high always, for now the 3 viki leds
#define UI_DISPLAY_I2C_PULLUP 0x001F
#define UI_I2C_CLOCKSPEED 100000L // Note with very long cables make this much smaller, for 2ft cables I found 80000 worked ok

#define UI_DISPLAY_RS_PIN _BV(15)
#define UI_DISPLAY_RW_PIN _BV(14)
#define UI_DISPLAY_ENABLE_PIN _BV(13)
#define UI_DISPLAY_D0_PIN _BV(12)
#define UI_DISPLAY_D1_PIN _BV(11)
#define UI_DISPLAY_D2_PIN _BV(10)
#define UI_DISPLAY_D3_PIN _BV(9)
#define UI_DISPLAY_D4_PIN _BV(12)
#define UI_DISPLAY_D5_PIN _BV(11)
#define UI_DISPLAY_D6_PIN _BV(10)
#define UI_DISPLAY_D7_PIN _BV(9)


#define BEEPER_PIN        _BV(5)
#define BEEPER_TYPE       2
#define BEEPER_ADDRESS    UI_DISPLAY_I2C_ADDRESS // I2C address of the chip with the beeper pin
#define UI_I2C_HEATBED_LED    _BV(8)
#define UI_I2C_HOTEND_LED     _BV(7)
#define UI_I2C_FAN_LED        _BV(6)

#define UI_INVERT_MENU_DIRECTION 0
#define UI_HAS_I2C_KEYS
#define UI_HAS_I2C_ENCODER 0
#define UI_I2C_KEY_ADDRESS 0x40
#ifdef UI_MAIN
void uiInitKeys() {
  UI_KEYS_INIT_CLICKENCODER_LOW(UI_ENCODER_A,UI_ENCODER_B); // click encoder on real pins. Phase is connected with gnd for signals.
  UI_KEYS_INIT_BUTTON_LOW(UI_RESET_PIN); // Kill pin
}
void uiCheckKeys(int &action) {
  UI_KEYS_CLICKENCODER_LOW_REV(UI_ENCODER_A,UI_ENCODER_B); // click encoder on real pins
  UI_KEYS_BUTTON_LOW(UI_RESET_PIN,UI_ACTION_RESET);
}
inline void uiCheckSlowEncoder() { }// not used in Viki
void uiCheckSlowKeys(int &action) {
  HAL::i2cStartWait(UI_DISPLAY_I2C_ADDRESS+I2C_WRITE);
  HAL::i2cWrite(0x12); // GPIOA
  HAL::i2cStop();
  HAL::i2cStartWait(UI_DISPLAY_I2C_ADDRESS+I2C_READ);
  unsigned int keymask = HAL::i2cReadAck();
  keymask = keymask + (HAL::i2cReadNak()<<8);
  HAL::i2cStop();
  UI_KEYS_I2C_BUTTON_LOW(4,UI_ACTION_MENU_SDCARD);        // Up button
  UI_KEYS_I2C_BUTTON_LOW(8,UI_ACTION_MENU_QUICKSETTINGS); // down button
  UI_KEYS_I2C_BUTTON_LOW(16,UI_ACTION_BACK);              // left button
  UI_KEYS_I2C_BUTTON_LOW(2,UI_ACTION_MENU_POSITIONS);     // right button
  UI_KEYS_I2C_BUTTON_LOW(1,UI_ACTION_OK);                 //Select button

}
#endif
#endif // Controller 5

#if FEATURE_CONTROLLER == CONTROLLER_MEGATRONIC
#define UI_HAS_KEYS 1
#define UI_HAS_BACK_KEY 0
#define UI_DISPLAY_TYPE DISPLAY_4BIT
#define UI_DISPLAY_CHARSET 0
#define UI_COLS 20
#define UI_ROWS 2

#if MOTHERBOARD==701 // Megatronics v2.0
#define UI_DISPLAY_RS_PIN 14
#define UI_DISPLAY_RW_PIN -1
#define UI_DISPLAY_ENABLE_PIN 15
#define UI_DISPLAY_D4_PIN 30
#define UI_DISPLAY_D5_PIN 31
#define UI_DISPLAY_D6_PIN 32
#define UI_DISPLAY_D7_PIN 33
#define UI_ENCODER_A 61
#define UI_ENCODER_B 59
#define UI_ENCODER_CLICK 43

#define UI_SHIFT_OUT 17
#define UI_SHIFT_LD 42
#define UI_SHIFT_CLK 63

#else // RAMPS 1.4
#define UI_DISPLAY_RS_PIN 16
#define UI_DISPLAY_RW_PIN -1
#define UI_DISPLAY_ENABLE_PIN 17
#define UI_DISPLAY_D4_PIN 23
#define UI_DISPLAY_D5_PIN 25
#define UI_DISPLAY_D6_PIN 27
#define UI_DISPLAY_D7_PIN 29
#define UI_ENCODER_A 64
#define UI_ENCODER_B 59
#define UI_ENCODER_CLICK 63

#define UI_SHIFT_OUT 40
#define UI_SHIFT_LD 42
#define UI_SHIFT_CLK 44
#endif

#define UI_DELAYPERCHAR 50
#define UI_INVERT_MENU_DIRECTION 1
#if UI_MAIN
void uiInitKeys() {
    UI_KEYS_INIT_CLICKENCODER_LOW(UI_ENCODER_A,UI_ENCODER_B);
    UI_KEYS_INIT_BUTTON_LOW(UI_ENCODER_CLICK);

    SET_OUTPUT(UI_SHIFT_CLK);
    SET_OUTPUT(UI_SHIFT_LD);
    SET_INPUT(UI_SHIFT_OUT);

    WRITE(UI_SHIFT_OUT,HIGH);
    WRITE(UI_SHIFT_LD,HIGH);
}

void uiCheckKeys(int &action) {
    UI_KEYS_CLICKENCODER_LOW_REV(UI_ENCODER_A,UI_ENCODER_B);
    UI_KEYS_BUTTON_LOW(UI_ENCODER_CLICK,UI_ACTION_OK);
}

inline void uiCheckSlowEncoder() {} // not used

void uiCheckSlowKeys(int &action) {

    WRITE(UI_SHIFT_LD,LOW);
    WRITE(UI_SHIFT_LD,HIGH);

    for(int8_t i=1;i<=8;i++) {
        if(!READ(UI_SHIFT_OUT)) { // pressed button = logical 0 (false)
            switch (i) {
                case 1: action = UI_ACTION_Z_DOWN; break; // F3
                case 2: action = UI_ACTION_Z_UP; break; // F2
                case 3: action = UI_ACTION_EMERGENCY_STOP; break; // F1
                case 4: action = UI_ACTION_Y_UP; break; // UP
                case 5: action = UI_ACTION_X_UP; break; // RIGHT
                case 6: action = UI_ACTION_HOME_ALL; break; // MID
                case 7: action = UI_ACTION_Y_DOWN; break; // DOWN
                case 8: action = UI_ACTION_X_DOWN; break; // LEFT
            }
            i = 9; // if button detected, exit "for loop"
        }
        WRITE(UI_SHIFT_CLK,HIGH);
        WRITE(UI_SHIFT_CLK,LOW);
    }
}
#endif
#endif // Controller 6
#if FEATURE_CONTROLLER == CONTROLLER_RADDS
#define SDSS            10
#define SPI_PIN         77
#define SPI_CHAN        0
#define UI_HAS_KEYS 1
#define UI_HAS_BACK_KEY 1
#define UI_DISPLAY_TYPE DISPLAY_4BIT
#define UI_DISPLAY_CHARSET 1
#define BEEPER_TYPE 1
#define UI_COLS 20
#define UI_ROWS 4
#define BEEPER_PIN             41
#define UI_DISPLAY_RS_PIN      42
#define UI_DISPLAY_RW_PIN      -1
#define UI_DISPLAY_ENABLE_PIN  43
#define UI_DISPLAY_D0_PIN      44
#define UI_DISPLAY_D1_PIN      45
#define UI_DISPLAY_D2_PIN      46
#define UI_DISPLAY_D3_PIN      47
#define UI_DISPLAY_D4_PIN      44
#define UI_DISPLAY_D5_PIN      45
#define UI_DISPLAY_D6_PIN      46
#define UI_DISPLAY_D7_PIN      47
#define UI_ENCODER_A           50
#define UI_ENCODER_B           52
#define UI_ENCODER_CLICK       48
#define UI_RESET_PIN           -1
#define UI_DELAYPERCHAR 50
#define UI_INVERT_MENU_DIRECTION 0
#define UI_BUTTON_BACK         71
#ifdef UI_MAIN
void uiInitKeys() {
  UI_KEYS_INIT_CLICKENCODER_LOW(UI_ENCODER_A,UI_ENCODER_B); // click encoder on pins 47 and 45. Phase is connected with gnd for signals.
  UI_KEYS_INIT_BUTTON_LOW(UI_ENCODER_CLICK); // push button, connects gnd to pin
  UI_KEYS_INIT_BUTTON_LOW(UI_BUTTON_BACK);
}
void uiCheckKeys(int &action) {
 UI_KEYS_CLICKENCODER_LOW(UI_ENCODER_A,UI_ENCODER_B); // click encoder on pins 47 and 45. Phase is connected with gnd for signals.
 UI_KEYS_BUTTON_LOW(UI_ENCODER_CLICK,UI_ACTION_OK); // push button, connects gnd to pin
 UI_KEYS_BUTTON_LOW(UI_BUTTON_BACK,UI_ACTION_BACK);
}
inline void uiCheckSlowEncoder() {}
void uiCheckSlowKeys(int &action) {}
#endif
#endif // Controller 7

#if FEATURE_CONTROLLER == CONTROLLER_PIBOT20X4 || FEATURE_CONTROLLER == CONTROLLER_PIBOT16X2

#define UI_HAS_KEYS 1
#define UI_HAS_BACK_KEY 1
#define UI_DISPLAY_TYPE DISPLAY_4BIT
#define UI_DISPLAY_CHARSET 1
#define UI_DELAYPERCHAR 50
#define UI_INVERT_MENU_DIRECTION 1
#define BEEPER_SHORT_SEQUENCE 6,2 // Needs longer beep sequence
#define BEEPER_LONG_SEQUENCE 24,8
#define BEEPER_TYPE 1
#define BEEPER_TYPE_INVERTING 0

#if FEATURE_CONTROLLER == CONTROLLER_PIBOT16X2
 #define UI_COLS 16
 #define UI_ROWS 2
#else  ////20x04 Display
 #define UI_COLS 20
 #define UI_ROWS 4
#endif

#ifdef PiBot_V_1_4
#define BEEPER_PIN             31
#define UI_DISPLAY_RS_PIN      45
#define UI_DISPLAY_RW_PIN      -1
#define UI_DISPLAY_ENABLE_PIN  44
#define UI_DISPLAY_D0_PIN      43
#define UI_DISPLAY_D1_PIN      42
#define UI_DISPLAY_D2_PIN      19
#define UI_DISPLAY_D3_PIN      18
#define UI_DISPLAY_D4_PIN      43
#define UI_DISPLAY_D5_PIN      42
#define UI_DISPLAY_D6_PIN      19
#define UI_DISPLAY_D7_PIN      18
#define UI_ENCODER_A           61
#define UI_ENCODER_B           62
#define UI_ENCODER_CLICK       63
#define UI_RESET_PIN           28
#define UI_DELAYPERCHAR 50
#define UI_BUTTON_OK       49
#define UI_BUTTON_NEXT     48
#define UI_BUTTON_PREVIOUS 47
#define UI_BUTTON_BACK     46
#define UI_BUTTON_SD_PRINT 29
#else
#define BEEPER_PIN             37
#define UI_DISPLAY_RS_PIN      16
#define UI_DISPLAY_RW_PIN      -1
#define UI_DISPLAY_ENABLE_PIN  17
#define UI_DISPLAY_D0_PIN      23
#define UI_DISPLAY_D1_PIN      25
#define UI_DISPLAY_D2_PIN      27
#define UI_DISPLAY_D3_PIN      29
#define UI_DISPLAY_D4_PIN      23
#define UI_DISPLAY_D5_PIN      25
#define UI_DISPLAY_D6_PIN      27
#define UI_DISPLAY_D7_PIN      29
#define UI_ENCODER_A           33
#define UI_ENCODER_B           31
#define UI_ENCODER_CLICK       35
#define UI_RESET_PIN           41
#define UI_DELAYPERCHAR 50
#define UI_BUTTON_OK       4
#define UI_BUTTON_NEXT     6
#define UI_BUTTON_PREVIOUS 5
#define UI_BUTTON_BACK     11
#define UI_BUTTON_SD_PRINT 42
#endif

#ifdef UI_MAIN
void uiInitKeys() {
  UI_KEYS_INIT_BUTTON_LOW(UI_BUTTON_OK); // push button, connects gnd to pin
  UI_KEYS_INIT_BUTTON_LOW(UI_BUTTON_NEXT);
  UI_KEYS_INIT_BUTTON_LOW(UI_BUTTON_PREVIOUS);
  UI_KEYS_INIT_BUTTON_LOW(UI_BUTTON_BACK);
  UI_KEYS_INIT_BUTTON_LOW(UI_BUTTON_SD_PRINT);
}
void uiCheckKeys(int &action) {
 UI_KEYS_BUTTON_LOW(UI_BUTTON_OK,UI_ACTION_OK); // push button, connects gnd to pin
 UI_KEYS_BUTTON_LOW(UI_BUTTON_NEXT,UI_ACTION_NEXT); // push button, connects gnd to pin
 UI_KEYS_BUTTON_LOW(UI_BUTTON_PREVIOUS,UI_ACTION_PREVIOUS); // push button, connects gnd to pin
 UI_KEYS_BUTTON_LOW(UI_BUTTON_BACK,UI_ACTION_BACK); // push button, connects gnd to pin
 UI_KEYS_BUTTON_LOW(UI_BUTTON_SD_PRINT,UI_ACTION_SD_PRINT ); // push button, connects gnd to pin
}
inline void uiCheckSlowEncoder() {}
void uiCheckSlowKeys(int &action) {}
#endif
#endif

#if FEATURE_CONTROLLER == CONTROLLER_FELIX
#define UI_HAS_KEYS 1
#define UI_HAS_BACK_KEY 0
#define UI_DISPLAY_TYPE DISPLAY_4BIT
#define UI_DISPLAY_CHARSET 1
#define UI_COLS 20
#define UI_ROWS 4
#define UI_ENCODER_SPEED 2
#define BEEPER_TYPE 0
#define BEEPER_PIN             -1
#define UI_DISPLAY_RS_PIN      16
#define UI_DISPLAY_RW_PIN      -1
#define UI_DISPLAY_ENABLE_PIN  17
#define UI_DISPLAY_D0_PIN      -1
#define UI_DISPLAY_D1_PIN      -1
#define UI_DISPLAY_D2_PIN      -1
#define UI_DISPLAY_D3_PIN      -1
#define UI_DISPLAY_D4_PIN      23
#define UI_DISPLAY_D5_PIN      25
#define UI_DISPLAY_D6_PIN      27
#define UI_DISPLAY_D7_PIN      29
#define UI_ENCODER_A           35
#define UI_ENCODER_B           37
#define UI_ENCODER_CLICK       31
#define UI_DELAYPERCHAR 50
#define UI_INVERT_MENU_DIRECTION 0
#if UI_MAIN
void uiInitKeys() {
  UI_KEYS_INIT_CLICKENCODER_LOW(UI_ENCODER_A,UI_ENCODER_B); // click encoder on pins 47 and 45. Phase is connected with gnd for signals.
  UI_KEYS_INIT_BUTTON_LOW(UI_ENCODER_CLICK); // push button, connects gnd to pin
}
void uiCheckKeys(int &action) {
 UI_KEYS_CLICKENCODER_LOW_REV(UI_ENCODER_A,UI_ENCODER_B); // click encoder on pins 47 and 45. Phase is connected with gnd for signals.
 UI_KEYS_BUTTON_LOW(UI_ENCODER_CLICK,UI_ACTION_OK); // push button, connects gnd to pin
}
inline void uiCheckSlowEncoder() {}
void uiCheckSlowKeys(int &action) {}
#endif
#endif // Controller 12

#if FEATURE_CONTROLLER == CONTROLLER_RAMBO // SeeMeCNC LCD + Rambo
#define UI_HAS_KEYS 1
#define UI_HAS_BACK_KEY 0
#define UI_DISPLAY_TYPE DISPLAY_4BIT
#define UI_DISPLAY_CHARSET 1
#define UI_COLS 20
#define UI_ROWS 4
#define BEEPER_TYPE 1
#if MOTHERBOARD == 301 //Rambo
#define BEEPER_PIN             79
#define UI_DISPLAY_RS_PIN      70
#define UI_DISPLAY_RW_PIN      -1
#define UI_DISPLAY_ENABLE_PIN  71
#define UI_DISPLAY_D0_PIN      -1
#define UI_DISPLAY_D1_PIN      -1
#define UI_DISPLAY_D2_PIN      -1
#define UI_DISPLAY_D3_PIN      -1
#define UI_DISPLAY_D4_PIN      72
#define UI_DISPLAY_D5_PIN      73
#define UI_DISPLAY_D6_PIN      74
#define UI_DISPLAY_D7_PIN      75
// inverting encoder directions from configuration.h file
#if UI_ENCODER_DIR == 0
#define UI_ENCODER_A           77
#define UI_ENCODER_B           76
#else
#define UI_ENCODER_A           76
#define UI_ENCODER_B           77
#endif
#define UI_ENCODER_CLICK       78
#define UI_KILL_PIN            80
#endif
#if MOTHERBOARD == 302 // mini-rambo
#define BEEPER_PIN             84
#define UI_DISPLAY_RS_PIN      82
#define UI_DISPLAY_RW_PIN      -1
#define UI_DISPLAY_ENABLE_PIN  18
#define UI_DISPLAY_D0_PIN      -1
#define UI_DISPLAY_D1_PIN      -1
#define UI_DISPLAY_D2_PIN      -1
#define UI_DISPLAY_D3_PIN      -1
#define UI_DISPLAY_D4_PIN      19
#define UI_DISPLAY_D5_PIN      70
#define UI_DISPLAY_D6_PIN      85
#define UI_DISPLAY_D7_PIN      71
// inverting encoder directions from configuration.h file
#if UI_ENCODER_DIR == 0
#define UI_ENCODER_A           72
#define UI_ENCODER_B           14
#else
#define UI_ENCODER_A           72
#define UI_ENCODER_B           14
#endif
#define UI_ENCODER_CLICK       9
#define UI_KILL_PIN           32
#endif
#define UI_DELAYPERCHAR       50
#define UI_INVERT_MENU_DIRECTION 1
#if UI_MAIN
void uiInitKeys() {
  UI_KEYS_INIT_CLICKENCODER_LOW(UI_ENCODER_A,UI_ENCODER_B);
  UI_KEYS_INIT_BUTTON_LOW(UI_ENCODER_CLICK);
  UI_KEYS_INIT_BUTTON_LOW(UI_KILL_PIN);
}
void uiCheckKeys(int &action) {
 UI_KEYS_CLICKENCODER_LOW_REV(UI_ENCODER_A,UI_ENCODER_B);
 UI_KEYS_BUTTON_LOW(UI_ENCODER_CLICK,UI_ACTION_OK);
 UI_KEYS_BUTTON_LOW(UI_KILL_PIN,UI_ACTION_KILL);
}
inline void uiCheckSlowEncoder() {}
void uiCheckSlowKeys(int &action) {}
#endif
#endif // Controller 13

#if FEATURE_CONTROLLER == CONTROLLER_OPENHARDWARE_LCD2004
#define SDSUPPORT 1
#define SDCARDDETECT -1
#define UI_HAS_KEYS 1
#define UI_HAS_BACK_KEY 1
#define UI_DISPLAY_TYPE DISPLAY_I2C
#define UI_DISPLAY_CHARSET 1
#define UI_COLS 20
#define UI_ROWS 4
#define UI_DISPLAY_I2C_CHIPTYPE 1
#define UI_DISPLAY_I2C_ADDRESS 0x40
#define UI_DISPLAY_I2C_OUTPUT_PINS 65504
#define UI_DISPLAY_I2C_OUTPUT_START_MASK 0
#define UI_DISPLAY_I2C_PULLUP 31
#define UI_I2C_CLOCKSPEED 400000L
#define UI_DISPLAY_RS_PIN _BV(15)
#define UI_DISPLAY_RW_PIN _BV(14)
#define UI_DISPLAY_ENABLE_PIN _BV(13)
#define UI_DISPLAY_D0_PIN _BV(12)
#define UI_DISPLAY_D1_PIN _BV(11)
#define UI_DISPLAY_D2_PIN _BV(10)
#define UI_DISPLAY_D3_PIN _BV(9)
#define UI_DISPLAY_D4_PIN _BV(12)
#define UI_DISPLAY_D5_PIN _BV(11)
#define UI_DISPLAY_D6_PIN _BV(10)
#define UI_DISPLAY_D7_PIN _BV(9)
#define UI_INVERT_MENU_DIRECTION false
#define UI_HAS_I2C_KEYS
#define UI_HAS_I2C_ENCODER 0
#define UI_I2C_KEY_ADDRESS 0x40

#ifdef UI_MAIN
void uiInitKeys() {}
void uiCheckKeys(int &action) {}
inline void uiCheckSlowEncoder() {
HAL::i2cStartWait(UI_DISPLAY_I2C_ADDRESS+I2C_WRITE);
HAL::i2cWrite(0x12); // GIOA
HAL::i2cStop();
HAL::i2cStartWait(UI_DISPLAY_I2C_ADDRESS+I2C_READ);
unsigned int keymask = HAL::i2cReadAck();
keymask = keymask + (HAL::i2cReadNak()<<8);
HAL::i2cStop();
}
void uiCheckSlowKeys(int &action) {
HAL::i2cStartWait(UI_DISPLAY_I2C_ADDRESS+I2C_WRITE);
HAL::i2cWrite(0x12); // GPIOA
HAL::i2cStop();
HAL::i2cStartWait(UI_DISPLAY_I2C_ADDRESS+I2C_READ);
unsigned int keymask = HAL::i2cReadAck();
keymask = keymask + (HAL::i2cReadNak()<<8);
HAL::i2cStop();
UI_KEYS_I2C_BUTTON_LOW(_BV(4),UI_ACTION_OK); // push button, connects gnd to pin
UI_KEYS_I2C_BUTTON_LOW(_BV(1),UI_ACTION_BACK); // push button, connects gnd to pin
UI_KEYS_I2C_BUTTON_LOW(_BV(0),UI_ACTION_SD_PRINT); // push button, connects gnd to pin
UI_KEYS_I2C_BUTTON_LOW(_BV(3),UI_ACTION_PREVIOUS); // Up button
UI_KEYS_I2C_BUTTON_LOW(_BV(2),UI_ACTION_NEXT); // down button
}
#endif
#endif // Controller 14

 /*
 	Sanguinololu + panelolu2
 */
#if FEATURE_CONTROLLER == CONTROLLER_SANGUINOLOLU_PANELOLU2
#define UI_HAS_KEYS 1
#define UI_HAS_BACK_KEY 0
#define UI_DISPLAY_TYPE DISPLAY_I2C
#define UI_DISPLAY_CHARSET 2
#define UI_COLS 20
#define UI_ROWS 4
#define UI_INVERT_MENU_DIRECTION 0

#define UI_DISPLAY_I2C_CHIPTYPE 1
#define UI_DISPLAY_I2C_ADDRESS 0x40
#define UI_DISPLAY_I2C_OUTPUT_PINS 65528
#define UI_DISPLAY_I2C_OUTPUT_START_MASK 0
#define UI_DISPLAY_I2C_PULLUP 23
#define UI_I2C_CLOCKSPEED 100000L
//#define UI_HAS_I2C_KEYS
//#define UI_HAS_I2C_ENCODER 0
//#define UI_I2C_KEY_ADDRESS UI_DISPLAY_I2C_ADDRESS
#define BEEPER_TYPE 2
#define BEEPER_TYPE_INVERTING 1
#define BEEPER_ADDRESS UI_DISPLAY_I2C_ADDRESS
#define COMPILE_I2C_DRIVER

#define UI_DISPLAY_RS_PIN 		_BV(15)
#define UI_DISPLAY_RW_PIN 		_BV(14)
#define UI_DISPLAY_ENABLE_PIN 	_BV(13)
#define UI_DISPLAY_D0_PIN 		_BV(12)
#define UI_DISPLAY_D1_PIN 		_BV(11)
#define UI_DISPLAY_D2_PIN 		_BV(10)
#define UI_DISPLAY_D3_PIN 		_BV(9)
#define UI_DISPLAY_D4_PIN 		_BV(12)
#define UI_DISPLAY_D5_PIN 		_BV(11)
#define UI_DISPLAY_D6_PIN 		_BV(10)
#define UI_DISPLAY_D7_PIN 		_BV(9)
#define BEEPER_PIN _BV(5)
#define UI_I2C_HEATBED_LED    _BV(8)
#define UI_I2C_HOTEND_LED     _BV(7)
#define UI_I2C_FAN_LED        _BV(6)

#ifdef UI_MAIN
void uiInitKeys() {
	UI_KEYS_INIT_CLICKENCODER_LOW(10,11); // click encoder on pins 47 and 45. Phase is connected with gnd for signals.
	UI_KEYS_INIT_BUTTON_LOW(30); // push button, connects gnd to pin
}

void uiCheckKeys(int &action) {
	 UI_KEYS_CLICKENCODER_LOW_REV(10,11); // click encoder on pins 47 and 45. Phase is connected with gnd for signals.
	 UI_KEYS_BUTTON_LOW(30,UI_ACTION_OK); // push button, connects gnd to pin
}

inline void uiCheckSlowEncoder() {}

void uiCheckSlowKeys(int &action) {}
#endif // UI_MAIN
#endif // Controller 15

#if FEATURE_CONTROLLER == CONTROLLER_GAMEDUINO2
#define UI_HAS_KEYS 1
#define UI_HAS_BACK_KEY 0
#define UI_DISPLAY_TYPE DISPLAY_GAMEDUINO2
#define UI_DISPLAY_CHARSET 0
#define UI_COLS 30
#define UI_ROWS 4
#define UI_INVERT_MENU_DIRECTION 0

#define BEEPER_TYPE 0
#define BEEPER_TYPE_INVERTING 0

#define UI_DISPLAY_CS 49  // Pin for SPI select on gameduino 2 - depends on board and choice

#endif // Controller 16
#if FEATURE_CONTROLLER == CONTROLLER_MIREGLI // Miregli
#define UI_HAS_KEYS 1
#define UI_HAS_BACK_KEY 1
#define UI_DISPLAY_CHARSET 1
#define UI_COLS 20
#define UI_ROWS 4
#define UI_KILL_PIN            76
#define UI_ENCODER_A           80
#define UI_ENCODER_B           73
#define UI_ENCODER_CLICK       63
#define UI_DELAYPERCHAR 50
#define MIREGLI
#define SDCARDDETECT -1 //53
#define BEEPER 78
#define LCD_CONTRAST 62
#define UI_DISPLAY_TYPE 14
#define LCD_PIN_BL 15
#define DOGLCD_A0  38
#define DOGLCD_CS  14
#define UI_LCD_WIDTH 128
#define UI_LCD_HEIGHT 64
#define U8GLIB_ST7920

#define UI_INVERT_MENU_DIRECTION false

//select font size
#define UI_FONT_6X10 //default font
#ifdef UI_FONT_6X10
#define UI_FONT_WIDTH 6
#define UI_FONT_HEIGHT 10
#define UI_FONT_SMALL_HEIGHT 7
#define UI_FONT_DEFAULT repetier_6x10
#define UI_FONT_SMALL repetier_5x7
#define UI_FONT_SMALL_WIDTH 5 //smaller font for status display
#define UI_ANIMATION false  // Animations are too slow
#endif

#ifdef UI_MAIN
void ui_init_keys() {
  UI_KEYS_INIT_CLICKENCODER_LOW(UI_ENCODER_A,UI_ENCODER_B);
  UI_KEYS_INIT_BUTTON_LOW(UI_ENCODER_CLICK);
  UI_KEYS_INIT_BUTTON_LOW(UI_KILL_PIN);
}
void ui_check_keys(int &action) {
 UI_KEYS_CLICKENCODER_LOW_REV(UI_ENCODER_A,UI_ENCODER_B);
 UI_KEYS_BUTTON_LOW(UI_ENCODER_CLICK,UI_ACTION_OK);
 UI_KEYS_BUTTON_LOW(UI_KILL_PIN,UI_ACTION_KILL);
}
inline void ui_check_slow_encoder() {}
void ui_check_slow_keys(int &action) {}
#endif
#endif // Controller 17


#if FEATURE_CONTROLLER != NO_CONTROLLER
#if UI_ROWS==4
#if UI_COLS==16
#define UI_LINE_OFFSETS {0,0x40,0x10,0x50} // 4x16
#elif UI_COLS==20
//#define UI_LINE_OFFSETS {0,0x20,0x40,0x60} // 4x20 with KS0073
#define UI_LINE_OFFSETS {0,0x40,0x14,0x54} // 4x20 with HD44780
#else
#if UI_DISPLAY_TYPE!=DISPLAY_GAMEDUINO2
#error Unknown combination off rows/columns - define UI_LINE_OFFSETS manually.
#else
#define UI_LINE_OFFSETS {} // dummy never used
#endif
#endif
#else
#define UI_LINE_OFFSETS {0,0x40,0x10,0x50} // 2x16, 2x20, 2x24
#endif
#include "uilang.h"
#endif

#define UI_VERSION_STRING "Repetier v " REPETIER_VERSION
#define UI_FW_DATE "FW Date " FIRMWARE_DATE

#ifdef UI_HAS_I2C_KEYS
#define COMPILE_I2C_DRIVER
#endif

#if UI_DISPLAY_TYPE != NO_DISPLAY


#if UI_DISPLAY_TYPE == DISPLAY_I2C
#define COMPILE_I2C_DRIVER
#endif

#ifndef UI_TEMP_PRECISION
#if UI_COLS>16
#define UI_TEMP_PRECISION 1
#else
#define UI_TEMP_PRECISION 0
#endif
#endif

#define UI_INITIALIZE uid.initialize();
#define UI_FAST if(pwm_count & 4) {uid.fastAction();}
#define UI_MEDIUM uid.mediumAction();
#define UI_SLOW(allowMoves) uid.slowAction(allowMoves);
#define UI_STATUS(status) uid.setStatusP(PSTR(status));
#define UI_STATUS_UPD(status) {uid.setStatusP(PSTR(status));uid.refreshPage();}
#define UI_STATUS_RAM(status) uid.setStatus(status);
#define UI_STATUS_UPD_RAM(status) {uid.setStatus(status);uid.refreshPage();}
#define UI_ERROR(status) uid.setStatusP(PSTR(status),true);
#define UI_ERROR_P(status) uid.setStatusP(status,true);
#define UI_ERROR_UPD(status) {uid.setStatusP(PSTR(status),true);uid.refreshPage();}
#define UI_ERROR_RAM(status) uid.setStatus(status,true);
#define UI_ERROR_UPD_RAM(status) {uid.setStatus(status,true);uid.refreshPage();}
//#define UI_ERROR(msg) {uid.errorMsg=(void*)PSTR(msg);pushMenu((void*)&ui_menu_error,true);}
#define UI_CLEAR_STATUS {uid.statusMsg[0]=0;}
#else
#define UI_INITIALIZE {}
#define UI_FAST {}
#define UI_MEDIUM {}
#define UI_SLOW(allowMoves) {}
#define UI_STATUS(status) {}
#define UI_STATUS_RAM(status) {}
#define UI_STATUS_UPD(status) {}
#define UI_STATUS_UPD_RAM(status) {}
#define UI_CLEAR_STATUS {}
#define UI_ERROR(msg) {}
#define UI_ERROR_P(status) {}
#define UI_ERROR_UPD(status) {}
#define UI_ERROR_RAM(status) {}
#define UI_ERROR_UPD_RAM(status) {}
#endif  // Display

// Beeper methods
#if BEEPER_TYPE==0
#define BEEP_SHORT {}
#define BEEP_LONG {}
#else
#define BEEP_SHORT beep(BEEPER_SHORT_SEQUENCE);
#define BEEP_LONG beep(BEEPER_LONG_SEQUENCE);
#endif


extern void beep(uint8_t duration,uint8_t count);

#endif

