Implement 1x3 layout
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/*
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* Copyright (C) EdgeTX
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*
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* Based on code named
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* opentx - https://github.com/opentx/opentx
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* th9x - http://code.google.com/p/th9x
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* er9x - http://code.google.com/p/er9x
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* gruvin9x - http://code.google.com/p/gruvin9x
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*
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* License GPLv2: http://www.gnu.org/licenses/gpl-2.0.html
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License version 2 as
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* published by the Free Software Foundation.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*/
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#include "layout.h"
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#include "layout_factory_impl.h"
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const uint8_t LBM_LAYOUT_1x3[] = {
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#include "mask_layout1x3.lbm"
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};
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const ZoneOption OPTIONS_LAYOUT_1x3[] = {
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LAYOUT_COMMON_OPTIONS,
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LAYOUT_OPTIONS_END
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};
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class Layout1x3: public Layout
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{
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public:
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Layout1x3(const LayoutFactory * factory, Layout::PersistentData * persistentData):
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Layout(factory, persistentData)
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{
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}
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unsigned int getZonesCount() const override
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{
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return 3;
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}
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rect_t getZone(unsigned int index) const override
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{
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rect_t zone = getMainZone();
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zone.h /= 3;
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zone.y += zone.h * index;
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return zone;
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}
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};
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BaseLayoutFactory<Layout1x3> Layout1x3("Layout1x3", "1 x 3", LBM_LAYOUT_1x3, OPTIONS_LAYOUT_1x3);
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