* HOME_DIR is now either "/" or special "<HOME>"
* target-specific "home dir path" is defined solely by PIVOT_ROOT
* PIVOT_ROOT path is now defined in toplevel config files
* Make Samsung YP-R0/R1 and SONY_NWZ use PIVOT_ROOT too
* Do not prepend PIVOT_ROOT path if the path already has it!
* Do not play these games for __PCTOOL__ builds
Change-Id: I3d51ad902a5f9cafe45ba15ba654f30f1ec6113a
The Q and K have a slightly different case, but the hardware under the
shell is completely identical.
These models are rebadged versions:
* Hifiwalker H2 (== Q)
* AGPTek H3 (== K)
* Surfans F20 (== K)
Other notes:
* Significant improvements in the shared Hiby-platform launcher/loader
* SD card can theoretically be hot-swapped now
* Support external USB mass storage!
* Some consolidation of Hiby-platform targets
* Some consolidation of plugin keymaps
Todo/known issues:
* Keymaps need to be gone over properly
* Convert to HAVE_SCROLLWHEEL?
Change-Id: I5a8a4f22c38a5b69392ca7c0a8ad8c4e07d9523c
globalX() / globalY() are deprecated for Qt6. Use globalPos() instead,
which gives the same result.
Change-Id: Ie0b733b88107e971de9c3e8c42434d7d47a65b76
When generating the MD5 using -z index,name the tool would add the entry but
forgot to increase the file size, hence truncating the file.
Change-Id: Ibd3c594722ab46350cda60d158666fe34a96e922
When compressing, it is possible to tell the tool to add an entry to the MD5
file (index 1), it is still necessary to give an empty file for that index.
To do so, pass the option "-z idx,name" insteas of "-z idx". This will create
an entry of the form "size md5 name". For instance "-z 6,system.img".
When decompressing, if one passes "-z idx,name" instead of "-z idx", the tool
will decompress and check against the value in the MD5 file.
Change-Id: Ifb945f6121644ae9105265d2d83ce6067301c5b2
To decompress some output file(s), simply pass -z <idx> where idx is the index
of the file to decompress, starting from 0. For example
upgtool -e NW_WM_FW.UPG -o tmp/ -m nw-wm1a -z 6 -z 7
to decompress files 6 and 7. To compress file, use the same options:
upgtool -c NW_WM_FW.UPG -m nw-wm1a -z 2 script.sh md5sum.txt system.img
Change-Id: I1ef0b3e02c98e58154f1a959fb1ad70ad2ce6500
In order to avoid the crypto++ mess, the code uses the Windows Cryptography API,
which is standard. There is also some makefile magic to cross-compile:
make PREFIX=i686-w64-mingw32- EXE_EXT=.exe
I selected the option so that it should statically link supports libraries used
by gcc (slsj and libwinpthread).
Change-Id: Iaf07da23afe81ed217fb3921ce13367c5441514d
The new code supports reading and writing UPG files. I kept the old keysig
search code but it only supports the old format (the new format has too long
keys anyway). Since we now have to support two types of encryption(DES and AES),
I reorganized the crypto routines and clean-up some code.
Change-Id: Ie9be220ec2431ec6d0bd11699fa0493b62e1cec2
Split WM1A/WM1Z because they don't have the same KAS. On newer devices, the KAS
is actually 64 bytes, not 60. The strange thing is that "get_dnk_nvp kas" returns
60 bytes whereas "get_dnk_prop kas" returns 64, not sure why.
Change-Id: I944d3d838209ba58388439af0cdf5d7c74f1f7fc
To use ipodpatcher and sansapatcher as external binaries (so we can do
proper permission elevation) we need to build them using qmake as part
of the main build. Add a subdirs template based project file to do that,
and project files for the patchers.
Move Linux appimage rules one level up, since it needs to include the
patchers as well.
Change-Id: I63ee59372668f4319402df65a77a6f04521d133b
The file encoding was messed up long ago. Since the translation wasn't
updated since reimport the original patch (FS#8407).
Change-Id: I93e12fbde4f63926d18df382c0254465b11750cd
Most credit goes to: Roman Skylarov
Additional integration and refactoring by myself.
*** COMPLETELY UNTESTED ***
Change-Id: Ia64c36d92e0214c6b15f7a868df286f8113ea27b
This codec requires floating point.
Original author: Peter Sovietov
Ported to Rockbox: Roman Skylarov
Further integration and bugfixes: Solomon Peachy
Change-Id: I781ecd3592dfcdbbc694063334350342534f1d6c
It doesn't work properly and interferes with the power button in the keymap.
Rework WPS keymap a bit to make single-tap power emulate lock.
Change-Id: I9d9b9b4adcea3764e6e427f484e051c9bab9d13b
lua gives you a memory used number that only reflects the current allocations
if fact it doesn't even give you a way to get the amount of ram free
rb.mem_stats() seeks to fill this gap by marking the memory allocated for lua
with a sentinel value which can later be checked to get a high water mark
of the ram used by lua and a pretty good idea of how much ram is available
Also includes an example script
usage:
used, allocd, free = rb.mem_stats()
Change-Id: Ia282869f989848324d7d88c7df4827fdbce4fb4e
The cluster size isn't too useful. Show the filesystem type instead,
since that makes it easier to identify a device not showing up because
of its filesystem type.
Change-Id: I8f58ea23ab90808ab0c37978b211a5470ed8bb8e
checks button_status in rockev
strpbrk_n custom implementation allows setting max search len in source string
add some branch prediction where appropriate
fix formatting in splash_scroller script
Change-Id: Id5d8e9d83f4b3e361ccb67b403af8f9a8a31b8f0
lua currently splashes a stack traceback on error
for deep tracebacks and especially on devices with smaller screens
this leaves out a lot of vital information
in the past I have resorted to splitting the traceback string or
even saving the return to a file
This patch provides a scrollable buffer with rudimentary text reflow
to allow you to read the whole traceback string
Upon traceback if you press nothing the screen will display for 5 seconds
If you press OK or CANCEL it will quit immediately
PREV/NEXT scrolls the list on button press timeout is disabled
lua now provides rb.splash_scroller(timeout, str)
example script provided too
Change-Id: Idbc8ce0c514196f0fae48c43aeaea8b60d6da1a5
Basically, existing sizes apply for <= 48KHz audio. Up to 96K,
we double the mix buffer. up to 192K, we double it again.
Will help reduce the interrupt load and overall latency, keeping it
roughtly constant as a function of time, regardless of bitrate.
(It is acutally a fixed-size buffer, statically-allocated to handle the
worst-case bitrate the player supports. However, at runtime if we are
using a lower bitrate we will only use a portion of it in order to keep
latancies down)
Change-Id: I61ca23180a86502732b0903fe9691c1a8c2aeaea