rockbox/apps/action.c

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/***************************************************************************
* __________ __ ___.
* Open \______ \ ____ ____ | | _\_ |__ _______ ___
* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
* \/ \/ \/ \/ \/
* $Id$
*
* Copyright (C) 2006 Jonathan Gordon
*
* All files in this archive are subject to the GNU General Public License.
* See the file COPYING in the source tree root for full license agreement.
*
* This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
* KIND, either express or implied.
*
****************************************************************************/
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include "config.h"
#include "lang.h"
#include "button.h"
#include "action.h"
#include "kernel.h"
#include "debug.h"
#include "splash.h"
bool ignore_until_release = false;
int last_button = BUTTON_NONE;
/* software keylock stuff */
#ifndef HAS_BUTTON_HOLD
bool keys_locked = false;
int unlock_combo = BUTTON_NONE;
bool screen_has_lock = false;
#endif /* HAVE_SOFTWARE_KEYLOCK */
/*
* do_button_check is the worker function for get_default_action.
* returns ACTION_UNKNOWN or the requested return value from the list.
*/
inline int do_button_check(const struct button_mapping *items,
int button, int last_button, int *start)
{
int i = 0;
int ret = ACTION_UNKNOWN;
if (items == NULL)
return ACTION_UNKNOWN;
while (items[i].button_code != BUTTON_NONE)
{
if (items[i].button_code == button)
{
if ((items[i].pre_button_code == BUTTON_NONE)
|| (items[i].pre_button_code == last_button))
{
ret = items[i].action_code;
break;
}
}
i++;
}
*start = i;
return ret;
}
inline int get_next_context(const struct button_mapping *items, int i)
{
while (items[i].button_code != BUTTON_NONE)
i++;
return (items[i].action_code == ACTION_NONE ) ?
CONTEXT_STD :
items[i].action_code;
}
/*
* int get_action_worker(int context, struct button_mapping *user_mappings,
int timeout)
This function searches the button list for the given context for the just
pressed button.
If there is a match it returns the value from the list.
If there is no match..
the last item in the list "points" to the next context in a chain
so the "chain" is followed until the button is found.
putting ACTION_NONE will get CONTEXT_STD which is always the last list checked.
Timeout can be TIMEOUT_NOBLOCK to return immediatly
TIMEOUT_BLOCK to wait for a button press
Any number >0 to wait that many ticks for a press
*/
int get_action_worker(int context, int timeout,
const struct button_mapping* (*get_context_map)(int) )
{
const struct button_mapping *items = NULL;
int button;
int i=0;
int ret = ACTION_UNKNOWN;
if (timeout == TIMEOUT_NOBLOCK)
button = button_get(false);
else if (timeout == TIMEOUT_BLOCK)
button = button_get(true);
else
button = button_get_w_tmo(timeout);
if (button == BUTTON_NONE || button&SYS_EVENT)
{
return button;
}
if (ignore_until_release == true)
{
if (button&BUTTON_REL)
{
ignore_until_release = false;
}
return ACTION_NONE; /* "safest" return value */
}
#ifndef HAS_BUTTON_HOLD
screen_has_lock = ((context&ALLOW_SOFTLOCK)==ALLOW_SOFTLOCK);
if (screen_has_lock && (keys_locked == true))
{
if (button == unlock_combo)
{
last_button = BUTTON_NONE;
keys_locked = false;
gui_syncsplash(HZ/2, true, str(LANG_KEYLOCK_OFF_PLAYER));
return ACTION_REDRAW;
}
else
#if (BUTTON_REMOTE != 0)
if ((button&BUTTON_REMOTE) == 0)
#endif
{
if ((button&BUTTON_REL))
gui_syncsplash(HZ/2, true, str(LANG_KEYLOCK_ON_PLAYER));
return ACTION_REDRAW;
}
}
context &= ~ALLOW_SOFTLOCK;
#endif /* HAS_BUTTON_HOLD */
/* logf("%x,%x",last_button,button); */
do
{
/* logf("context = %x",context); */
#if (BUTTON_REMOTE != 0)
if (button&BUTTON_REMOTE)
context |= CONTEXT_REMOTE;
#endif
if ((context&CONTEXT_CUSTOM) && get_context_map)
items = get_context_map(context);
else
items = get_context_mapping(context);
ret = do_button_check(items,button,last_button,&i);
if ((context ==(int)CONTEXT_STOPSEARCHING) ||
items == NULL )
break;
if (ret == ACTION_UNKNOWN )
{
context = get_next_context(items,i);
i = 0;
}
else break;
} while (1);
/* DEBUGF("ret = %x\n",ret); */
#ifndef HAS_BUTTON_HOLD
if (screen_has_lock && (ret == ACTION_STD_KEYLOCK))
{
unlock_combo = button;
keys_locked = true;
action_signalscreenchange();
gui_syncsplash(HZ/2, true, str(LANG_KEYLOCK_ON_PLAYER));
button_clear_queue();
return ACTION_REDRAW;
}
#endif
last_button = button;
return ret;
}
int get_action(int context, int timeout)
{
return get_action_worker(context,timeout,NULL);
}
int get_custom_action(int context,int timeout,
const struct button_mapping* (*get_context_map)(int))
{
return get_action_worker(context,timeout,get_context_map);
}
bool action_userabort(int timeout)
{
action_signalscreenchange();
int action = get_action_worker(CONTEXT_STD,timeout,NULL);
bool ret = (action == ACTION_STD_CANCEL);
action_signalscreenchange();
return ret;
}
void action_signalscreenchange(void)
{
if ((last_button != BUTTON_NONE) &&
!(last_button&BUTTON_REL))
{
ignore_until_release = true;
}
last_button = BUTTON_NONE;
}
#ifndef HAS_BUTTON_HOLD
bool is_keys_locked(void)
{
return (screen_has_lock && (keys_locked == true));
}
#endif