2008-07-06 08:44:58 +00:00
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/***************************************************************************
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* __________ __ ___.
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* Open \______ \ ____ ____ | | _\_ |__ _______ ___
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* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
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* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
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* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
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* \/ \/ \/ \/ \/
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* $Id$
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*
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* Copyright (C) 2008 by Maurus Cuelenaere
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*
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2008-06-28 18:10:04 +00:00
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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2008-07-06 08:44:58 +00:00
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*
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* This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
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* KIND, either express or implied.
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*
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****************************************************************************/
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/* Button Code Definitions for the Creative Zen Vision target */
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/* Copied from ZVM target for now... */
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#include <stdio.h>
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#include <string.h>
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#include <stdlib.h>
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#include "config.h"
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#include "action.h"
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#include "button.h"
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#include "settings.h"
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/*
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* The format of the list is as follows
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* { Action Code, Button code, Prereq button code }
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* if there's no need to check the previous button's value, use BUTTON_NONE
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* Insert LAST_ITEM_IN_LIST at the end of each mapping
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*/
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/* CONTEXT_CUSTOM's used in this file...
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CONTEXT_CUSTOM|CONTEXT_TREE = the standard list/tree defines (without directions)
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CONTEXT_CUSTOM|CONTEXT_SETTINGS = the direction keys for the eq/col picker screens
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i.e where up/down is inc/dec
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CONTEXT_SETTINGS = up/down is prev/next, l/r is inc/dec
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*/
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static const struct button_mapping button_context_standard[] = {
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{ ACTION_STD_PREV, BUTTON_UP|BUTTON_REL, BUTTON_NONE },
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{ ACTION_STD_PREVREPEAT, BUTTON_UP|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_STD_NEXT, BUTTON_DOWN|BUTTON_REL, BUTTON_NONE },
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{ ACTION_STD_NEXTREPEAT, BUTTON_DOWN|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_STD_CANCEL, BUTTON_LEFT, BUTTON_NONE },
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{ ACTION_STD_CANCEL, BUTTON_POWER, BUTTON_NONE },
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{ ACTION_STD_CONTEXT, BUTTON_SELECT|BUTTON_REPEAT, BUTTON_SELECT },
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{ ACTION_STD_QUICKSCREEN, BUTTON_MENU|BUTTON_REPEAT, BUTTON_MENU },
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{ ACTION_STD_MENU, BUTTON_MENU|BUTTON_REL, BUTTON_MENU },
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{ ACTION_STD_OK, BUTTON_SELECT|BUTTON_REL, BUTTON_SELECT },
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{ ACTION_STD_OK, BUTTON_RIGHT, BUTTON_NONE },
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LAST_ITEM_IN_LIST
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}; /* button_context_standard */
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static const struct button_mapping button_context_wps[] = {
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{ ACTION_WPS_PLAY, BUTTON_PLAY|BUTTON_REL, BUTTON_PLAY },
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{ ACTION_WPS_STOP, BUTTON_PLAY|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_WPS_SKIPNEXT, BUTTON_RIGHT|BUTTON_REL, BUTTON_RIGHT },
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{ ACTION_WPS_SKIPPREV, BUTTON_LEFT|BUTTON_REL, BUTTON_LEFT },
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{ ACTION_WPS_SEEKBACK, BUTTON_LEFT|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_WPS_SEEKFWD, BUTTON_RIGHT|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_WPS_STOPSEEK, BUTTON_LEFT|BUTTON_REL, BUTTON_LEFT|BUTTON_REPEAT },
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{ ACTION_WPS_STOPSEEK, BUTTON_RIGHT|BUTTON_REL, BUTTON_RIGHT|BUTTON_REPEAT },
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//{ ACTION_WPS_ABSETB_NEXTDIR,BUTTON_RIGHT, BUTTON_CUSTOM },
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//{ ACTION_WPS_ABSETA_PREVDIR,BUTTON_LEFT, BUTTON_CUSTOM },
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//{ ACTION_WPS_ABRESET, BUTTON_CUSTOM|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_WPS_VOLDOWN, BUTTON_DOWN|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_WPS_VOLDOWN, BUTTON_DOWN, BUTTON_NONE },
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{ ACTION_WPS_VOLUP, BUTTON_UP|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_WPS_VOLUP, BUTTON_UP, BUTTON_NONE },
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{ ACTION_WPS_PITCHSCREEN, BUTTON_BACK|BUTTON_REPEAT, BUTTON_BACK },
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{ ACTION_WPS_QUICKSCREEN, BUTTON_MENU|BUTTON_REPEAT, BUTTON_MENU },
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{ ACTION_WPS_MENU, BUTTON_MENU|BUTTON_REL, BUTTON_MENU },
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{ ACTION_WPS_MENU, BUTTON_POWER, BUTTON_NONE },
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{ ACTION_WPS_CONTEXT, BUTTON_SELECT|BUTTON_REPEAT, BUTTON_SELECT },
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{ ACTION_WPS_ID3SCREEN, BUTTON_BACK|BUTTON_REL, BUTTON_NONE },
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{ ACTION_WPS_BROWSE, BUTTON_SELECT|BUTTON_REL, BUTTON_BACK },
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LAST_ITEM_IN_LIST
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}; /* button_context_wps */
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static const struct button_mapping button_context_list[] = {
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LAST_ITEM_IN_LIST__NEXTLIST(CONTEXT_STD)
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}; /* button_context_list */
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static const struct button_mapping button_context_tree[] = {
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{ ACTION_TREE_WPS, BUTTON_PLAY|BUTTON_REL, BUTTON_PLAY },
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{ ACTION_TREE_STOP, BUTTON_POWER, BUTTON_NONE },
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{ ACTION_TREE_STOP, BUTTON_POWER|BUTTON_REL, BUTTON_POWER },
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{ ACTION_TREE_STOP, BUTTON_POWER|BUTTON_REPEAT, BUTTON_NONE },
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LAST_ITEM_IN_LIST__NEXTLIST(CONTEXT_LIST)
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}; /* button_context_tree */
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static const struct button_mapping button_context_listtree_scroll_without_combo[] = {
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{ ACTION_NONE, BUTTON_LEFT, BUTTON_NONE },
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{ ACTION_STD_CANCEL, BUTTON_LEFT|BUTTON_REL, BUTTON_LEFT },
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{ ACTION_TREE_ROOT_INIT, BUTTON_LEFT|BUTTON_REPEAT, BUTTON_LEFT },
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{ ACTION_TREE_PGLEFT, BUTTON_LEFT|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_TREE_PGLEFT, BUTTON_LEFT|BUTTON_REL, BUTTON_LEFT|BUTTON_REPEAT },
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{ ACTION_NONE, BUTTON_RIGHT, BUTTON_NONE },
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{ ACTION_STD_OK, BUTTON_RIGHT|BUTTON_REL, BUTTON_RIGHT },
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{ ACTION_TREE_PGRIGHT, BUTTON_RIGHT|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_TREE_PGRIGHT, BUTTON_RIGHT|BUTTON_REL, BUTTON_RIGHT|BUTTON_REPEAT },
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LAST_ITEM_IN_LIST__NEXTLIST(CONTEXT_CUSTOM|CONTEXT_TREE),
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};
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static const struct button_mapping button_context_settings[] = {
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{ ACTION_SETTINGS_INC, BUTTON_UP, BUTTON_NONE },
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{ ACTION_SETTINGS_INCREPEAT, BUTTON_UP|BUTTON_REPEAT, BUTTON_UP },
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{ ACTION_SETTINGS_DEC, BUTTON_DOWN, BUTTON_NONE },
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{ ACTION_SETTINGS_DECREPEAT, BUTTON_DOWN|BUTTON_REPEAT, BUTTON_DOWN },
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{ ACTION_STD_PREV, BUTTON_LEFT, BUTTON_NONE },
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{ ACTION_STD_PREVREPEAT, BUTTON_LEFT|BUTTON_REPEAT, BUTTON_LEFT },
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{ ACTION_STD_NEXT, BUTTON_RIGHT, BUTTON_NONE },
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{ ACTION_STD_NEXTREPEAT, BUTTON_RIGHT|BUTTON_REPEAT, BUTTON_RIGHT },
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{ ACTION_SETTINGS_RESET, BUTTON_PLAY, BUTTON_NONE },
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LAST_ITEM_IN_LIST__NEXTLIST(CONTEXT_STD)
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}; /* button_context_settings */
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static const struct button_mapping button_context_settings_right_is_inc[] = {
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{ ACTION_SETTINGS_INC, BUTTON_RIGHT, BUTTON_NONE },
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{ ACTION_SETTINGS_INCREPEAT, BUTTON_RIGHT|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_SETTINGS_DEC, BUTTON_LEFT, BUTTON_NONE },
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{ ACTION_SETTINGS_DECREPEAT, BUTTON_LEFT|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_STD_PREV, BUTTON_UP, BUTTON_NONE },
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{ ACTION_STD_PREVREPEAT, BUTTON_UP|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_STD_NEXT, BUTTON_DOWN, BUTTON_NONE },
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{ ACTION_STD_NEXTREPEAT, BUTTON_DOWN|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_SETTINGS_RESET, BUTTON_BACK, BUTTON_NONE },
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LAST_ITEM_IN_LIST__NEXTLIST(CONTEXT_STD)
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}; /* button_context_settingsgraphical */
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static const struct button_mapping button_context_yesno[] = {
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{ ACTION_YESNO_ACCEPT, BUTTON_SELECT, BUTTON_NONE },
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LAST_ITEM_IN_LIST__NEXTLIST(CONTEXT_STD)
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}; /* button_context_settings_yesno */
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static const struct button_mapping button_context_colorchooser[] = {
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{ ACTION_STD_OK, BUTTON_BACK|BUTTON_REL, BUTTON_NONE },
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LAST_ITEM_IN_LIST__NEXTLIST(CONTEXT_CUSTOM|CONTEXT_SETTINGS),
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}; /* button_context_colorchooser */
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static const struct button_mapping button_context_eq[] = {
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{ ACTION_STD_OK, BUTTON_SELECT|BUTTON_REL, BUTTON_NONE },
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LAST_ITEM_IN_LIST__NEXTLIST(CONTEXT_CUSTOM|CONTEXT_SETTINGS),
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}; /* button_context_eq */
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/** Bookmark Screen **/
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static const struct button_mapping button_context_bmark[] = {
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{ ACTION_BMS_DELETE, BUTTON_BACK, BUTTON_NONE },
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LAST_ITEM_IN_LIST__NEXTLIST(CONTEXT_LIST),
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}; /* button_context_bmark */
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static const struct button_mapping button_context_time[] = {
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LAST_ITEM_IN_LIST__NEXTLIST(CONTEXT_SETTINGS),
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}; /* button_context_time */
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static const struct button_mapping button_context_quickscreen[] = {
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{ ACTION_QS_DOWNINV, BUTTON_UP, BUTTON_NONE },
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{ ACTION_QS_DOWNINV, BUTTON_UP|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_QS_DOWN, BUTTON_DOWN, BUTTON_NONE },
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{ ACTION_QS_DOWN, BUTTON_DOWN|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_QS_LEFT, BUTTON_LEFT, BUTTON_NONE },
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{ ACTION_QS_LEFT, BUTTON_LEFT|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_QS_RIGHT, BUTTON_RIGHT, BUTTON_NONE },
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{ ACTION_QS_RIGHT, BUTTON_RIGHT|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_STD_CANCEL, BUTTON_MENU, BUTTON_NONE },
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LAST_ITEM_IN_LIST__NEXTLIST(CONTEXT_STD)
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}; /* button_context_quickscreen */
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static const struct button_mapping button_context_pitchscreen[] = {
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LAST_ITEM_IN_LIST__NEXTLIST(CONTEXT_STD)
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}; /* button_context_pitchcreen */
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static const struct button_mapping button_context_keyboard[] = {
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{ ACTION_KBD_LEFT, BUTTON_LEFT, BUTTON_NONE },
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{ ACTION_KBD_LEFT, BUTTON_LEFT|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_KBD_RIGHT, BUTTON_RIGHT, BUTTON_NONE },
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{ ACTION_KBD_RIGHT, BUTTON_RIGHT|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_KBD_CURSOR_LEFT, BUTTON_CUSTOM, BUTTON_NONE },
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{ ACTION_KBD_CURSOR_LEFT, BUTTON_CUSTOM|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_KBD_CURSOR_RIGHT, BUTTON_PLAY, BUTTON_NONE },
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{ ACTION_KBD_CURSOR_RIGHT, BUTTON_PLAY|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_KBD_SELECT, BUTTON_SELECT, BUTTON_NONE },
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{ ACTION_KBD_PAGE_FLIP, BUTTON_BACK|BUTTON_MENU, BUTTON_NONE },
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{ ACTION_KBD_DONE, BUTTON_PLAY|BUTTON_REL, BUTTON_PLAY },
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{ ACTION_KBD_ABORT, BUTTON_BACK|BUTTON_REL, BUTTON_BACK },
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{ ACTION_KBD_BACKSPACE, BUTTON_MENU, BUTTON_NONE },
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{ ACTION_KBD_BACKSPACE, BUTTON_MENU|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_KBD_UP, BUTTON_UP, BUTTON_NONE },
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{ ACTION_KBD_UP, BUTTON_UP|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_KBD_DOWN, BUTTON_DOWN, BUTTON_NONE },
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{ ACTION_KBD_DOWN, BUTTON_DOWN|BUTTON_REPEAT, BUTTON_NONE },
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LAST_ITEM_IN_LIST
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}; /* button_context_keyboard */
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const struct button_mapping* get_context_mapping(int context)
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{
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switch (context&~CONTEXT_REMOTE)
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{
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case CONTEXT_STD:
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return button_context_standard;
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case CONTEXT_WPS:
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return button_context_wps;
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case CONTEXT_LIST:
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return button_context_list;
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case CONTEXT_MAINMENU:
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case CONTEXT_TREE:
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return button_context_listtree_scroll_without_combo;
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case CONTEXT_CUSTOM|CONTEXT_TREE:
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return button_context_tree;
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case CONTEXT_SETTINGS:
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return button_context_settings;
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case CONTEXT_CUSTOM|CONTEXT_SETTINGS:
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return button_context_settings_right_is_inc;
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case CONTEXT_SETTINGS_COLOURCHOOSER:
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return button_context_colorchooser;
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case CONTEXT_SETTINGS_EQ:
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return button_context_eq;
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case CONTEXT_SETTINGS_TIME:
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return button_context_time;
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case CONTEXT_YESNOSCREEN:
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return button_context_yesno;
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case CONTEXT_BOOKMARKSCREEN:
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return button_context_bmark;
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case CONTEXT_QUICKSCREEN:
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return button_context_quickscreen;
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case CONTEXT_PITCHSCREEN:
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return button_context_pitchscreen;
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case CONTEXT_KEYBOARD:
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return button_context_keyboard;
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}
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return button_context_standard;
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}
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