/*************************************************************************** * __________ __ ___. * Open \______ \ ____ ____ | | _\_ |__ _______ ___ * Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ / * Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < < * Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \ * \/ \/ \/ \/ \/ * $Id$ * * Copyright (C) 2006 Jonathan Gordon * Copyright (C) 2017 William Wilgus * * This program 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 2 * of the License, or (at your option) any later version. * * This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY * KIND, either express or implied. * ****************************************************************************/ #include #include #include #include "config.h" #include "lang.h" #if !defined(BOOTLOADER) #include "language.h" #endif #include "appevents.h" #include "button.h" #include "action.h" #include "kernel.h" #include "core_alloc.h" #include "splash.h" #include "settings.h" #include "misc.h" #ifdef HAVE_TOUCHSCREEN #include "statusbar-skinned.h" #include "viewport.h" #endif #ifdef HAVE_BACKLIGHT #include "backlight.h" #if CONFIG_CHARGING #include "power.h" #endif #endif /* HAVE_BACKLIGHT */ /*#define LOGF_ENABLE*/ #include "logf.h" #define REPEAT_WINDOW_TICKS HZ/4 #define ACTION_FILTER_TICKS HZ/2 /* timeout between filtered actions SL/BL */ /* holds the action state between calls to get_action \ get_action_custom) */ static action_last_t action_last = { .action = ACTION_NONE, .button = BUTTON_NONE | BUTTON_REL, /* allow the ipod wheel to work on startup */ .context = CONTEXT_STD, .data = 0, .repeated = false, .tick = 0, .wait_for_release = false, #ifndef DISABLE_ACTION_REMAP .key_remap = 0, #endif #ifdef HAVE_TOUCHSCREEN .ts_data = 0, .ts_short_press = false, #endif #ifdef HAVE_BACKLIGHT .backlight_mask = SEL_ACTION_NONE, .bl_filter_tick = 0, #endif #ifndef HAS_BUTTON_HOLD .keys_locked = false, .screen_has_lock = false, .sl_filter_tick = 0, .softlock_mask = SEL_ACTION_NONE, .unlock_combo = BUTTON_NONE, #endif }; /* action_last_t action_last */ /****************************************************************************** ** INTERNAL ACTION FUNCTIONS ************************************************** ******************************************************************************* */ /****************************************** * has_flag compares value to a (SINGLE) flag * returns true if set, false otherwise */ static inline bool has_flag(unsigned int value, unsigned int flag) { return ((value & flag) == flag); } #if defined(HAVE_BACKLIGHT) || !defined(HAS_BUTTON_HOLD) /* HELPER FUNCTIONS selective softlock and backlight */ /**************************************************************** * is_action_filtered, selective softlock and backlight use this * to lookup which actions are filtered, matches are only true if * action is found and supplied SEL_ACTION mask has the flag. * returns false if the action isn't found or isn't enabled, * true if the action is found and is enabled */ static bool is_action_filtered(int action, unsigned int mask, int context) { bool match = false; switch (action) { case ACTION_NONE: break; /*Actions that are not mapped will not turn on the backlight option NOUNMAPPED*/ case ACTION_UNKNOWN: match = has_flag(mask, SEL_ACTION_NOUNMAPPED); break; case ACTION_WPS_PLAY: case ACTION_FM_PLAY: match = has_flag(mask, SEL_ACTION_PLAY); break; //case ACTION_STD_PREVREPEAT: // seek not exempted outside of WPS //case ACTION_STD_NEXTREPEAT: case ACTION_WPS_SEEKBACK: case ACTION_WPS_SEEKFWD: case ACTION_WPS_STOPSEEK: match = has_flag(mask, SEL_ACTION_SEEK); break; //case ACTION_STD_PREV: // skip/scrollwheel not exempted outside of WPS //case ACTION_STD_NEXT: case ACTION_WPS_SKIPNEXT: case ACTION_WPS_SKIPPREV: case ACTION_FM_NEXT_PRESET: case ACTION_FM_PREV_PRESET: match = has_flag(mask, SEL_ACTION_SKIP); break; #ifdef HAVE_VOLUME_IN_LIST case ACTION_LIST_VOLUP: // volume exempted outside of WPS if the device supports it case ACTION_LIST_VOLDOWN: #endif case ACTION_WPS_VOLUP: case ACTION_WPS_VOLDOWN: match = has_flag(mask, SEL_ACTION_VOL); break; case ACTION_SETTINGS_INC:/*FMS*/ case ACTION_SETTINGS_INCREPEAT:/*FMS*/ case ACTION_SETTINGS_DEC:/*FMS*/ case ACTION_SETTINGS_DECREPEAT:/*FMS*/ match = (context == CONTEXT_FM) && has_flag(mask, SEL_ACTION_VOL); break; default: /* display action code of unfiltered actions */ logf ("unfiltered actions: context: %d action: %d, last btn: %d, \ mask: %d", context, action, action_last.button, mask); break; }/*switch*/ return match; } /******************************************************************************* * is_action_discarded: * Most every action takes two rounds through get_action_worker, * once for the keypress and once for the key release, * actions with pre_button codes take even more, some actions however, only * take once; actions defined with only a button and no release/repeat event, * these actions should be acted upon immediately except when we have * selective backlighting/softlock enabled and in this case we only act upon * them immediately if there is no chance they have another event tied to them * determined using !is_prebutton or if action is completed * returns true if event was discarded and false if it was kept */ static bool is_action_discarded(action_cur_t *cur, bool filtered, long *tick) { bool ret = true; bool completed = (cur->button & (BUTTON_REPEAT | BUTTON_REL)) != 0; #ifdef HAVE_SCROLLWHEEL /* Scrollwheel doesn't generate release events */ completed |= (cur->button & (BUTTON_SCROLL_BACK | BUTTON_SCROLL_FWD)) != 0; #endif /*directly after a match a key release event may trigger another*/ if (filtered && cur->action != ACTION_UNKNOWN) { *tick = current_tick + ACTION_FILTER_TICKS; } /* has button been released/repeat or is this the only action it could be */ if (completed || !cur->is_prebutton) { /* if the action is not filtered and this isn't just a * key release event then return false * keeping action, and reset tick */ if (!filtered && *tick < current_tick) { *tick = 0; ret = false; } } return ret; } /******************************************************* * action_handle_backlight is used to both delay * and activate the backlight if HAVE_BACKLIGHT * and SEL_ACTION_ENABLED; backlight state is * set true/false and ignore_next sets the backlight * driver to ignore backlight_on commands from * other modules for a finite duration; * Ignore is set each time the action system * handles the backlight as a precaution since, if * the action system was not triggered the device would * appear unresponsive to the user. * If a backlight_on event hasn't been handled in the * ignore duration it will timeout and the next call * to backlight_on will trigger as normal */ static void action_handle_backlight(bool backlight, bool ignore_next) { #if !defined(HAVE_BACKLIGHT) (void) backlight; (void) ignore_next; return; #else /* HAVE_BACKLIGHT */ if (backlight) { backlight_on_ignore(false, 0); backlight_on(); } backlight_on_ignore(ignore_next, 5*HZ);/*must be set everytime we handle bl*/ #ifdef HAVE_BUTTON_LIGHT if (backlight) { buttonlight_on_ignore(false, 0); buttonlight_on(); } buttonlight_on_ignore(ignore_next, 5*HZ);/* as a precautionary fallback */ #endif /* HAVE_BUTTON_LIGHT */ #endif/* HAVE_BACKLIGHT */ } #endif /*defined(HAVE_BACKLIGHT) || !defined(HAS_BUTTON_HOLD) HELPER FUNCTIONS*/ /****************************************************************** * action_poll_button filters button presses for get_action_worker; * if button_get_w_tmo returns... * BUTTON_NONE, SYS_EVENTS, MULTIMEDIA BUTTONS, ACTION_REDRAW * they are allowed to pass immediately through to handler. * if waiting for button release ACTION_NONE is returned until * button is released/repeated. */ static inline bool action_poll_button(action_last_t *last, action_cur_t *cur) { bool ret = true; int *button = &cur->button; *button = button_get_w_tmo(cur->timeout); /* ************************************************************************** * if action_wait_for_release() was called without a button being pressed * then actually waiting for release would do the wrong thing, i.e. * the next key press is entirely ignored. So, if here comes a normal * button press (neither release nor repeat) the press is a fresh one and * no point in waiting for release * * This logic doesn't work for touchscreen which can send normal * button events repeatedly before the first repeat (as in BUTTON_REPEAT). * These cannot be distinguished from the very first touch * but there's nothing we can do about it here */ if (*button == BUTTON_NONE || (*button & (BUTTON_REPEAT|BUTTON_REL)) == 0) { last->wait_for_release = false; } /* ******************************************************** * Can return button immediately, sys_event & multimedia * button presses don't use the action system, Data from * sys events can be pulled with button_get_data. * BUTTON_REDRAW should result in a screen refresh */ if (*button == BUTTON_NONE || (*button & (SYS_EVENT|BUTTON_MULTIMEDIA)) != 0) { return true; } else if (*button == BUTTON_REDRAW) { /* screen refresh */ *button = ACTION_REDRAW; return true; } /* ************************************************* * If waiting for release, Don't send any buttons * through until we see the release event */ if (last->wait_for_release) { if (has_flag(*button, BUTTON_REL)) { /* remember the button for button eating on context change */ last->wait_for_release = false; last->button = *button; } *button = ACTION_NONE; } #ifdef HAVE_SCROLLWHEEL /* ********************************************* * Scrollwheel doesn't generate release events * further processing needed */ else if ((last->button & (BUTTON_SCROLL_BACK | BUTTON_SCROLL_FWD)) != 0) { ret = false; } #endif /* ************************************************************* * On Context Changed eat all buttons until the previous button * was |BUTTON_REL (also eat the |BUTTON_REL button) */ else if ((cur->context != last->context) && ((last->button & BUTTON_REL) == 0)) { if (has_flag(*button, BUTTON_REL)) { last->button = *button; last->action = ACTION_NONE; } *button = ACTION_NONE; /* "safest" return value */ } /* **************************** * regular button press, * further processing needed */ else { ret = false; } /* current context might contain ALLOW_SOFTLOCK save prior to stripping it */ if (!ret) { last->context = cur->context; } return ret; } /********************************************* * update_screen_has_lock sets screen_has_lock * if passed context contains ALLOW_SOFTLOCK * and removes ALLOW_SOFTLOCK from the passed * context flag */ static inline void update_screen_has_lock(action_last_t *last, action_cur_t *cur) { #if defined(HAS_BUTTON_HOLD) (void) last; (void) cur; return; #else last->screen_has_lock = has_flag(cur->context, ALLOW_SOFTLOCK); cur->context &= ~ALLOW_SOFTLOCK; #endif } /*********************************************** * get_action_touchscreen allows touchscreen * presses to have short_press and repeat events */ static inline bool get_action_touchscreen(action_last_t *last, action_cur_t *cur) { #if !defined(HAVE_TOUCHSCREEN) (void) last; (void) cur; return false; #else if (has_flag(cur->button, BUTTON_TOUCHSCREEN)) { last->repeated = false; last->ts_short_press = false; if (has_flag(last->button, BUTTON_TOUCHSCREEN)) { if (has_flag(cur->button, BUTTON_REL) && !has_flag(last->button, BUTTON_REPEAT)) { last->ts_short_press = true; } else if (has_flag(cur->button, BUTTON_REPEAT)) { last->repeated = true; } } last->button = cur->button; last->tick = current_tick; cur->action = ACTION_TOUCHSCREEN; return true; } return false; #endif } /****************************************************************************** * button_flip_horizontally, passed button is horizontally inverted to support * RTL language if the given language and context combination require it * Affected contexts: CONTEXT_STD, CONTEXT_TREE, CONTEXT_LIST, CONTEXT_MAINMENU * Affected buttons with rtl language: * BUTTON_LEFT, BUTTON_RIGHT, * Affected buttons with rtl language and !simulator: * BUTTON_SCROLL_BACK, BUTTON_SCROLL_FWD, BUTTON_MINUS, BUTTON_PLUS */ static inline void button_flip_horizontally(int context, int *button) { #if defined(BOOTLOADER) (void) context; (void) *button; return; #else int newbutton = *button; if (!(lang_is_rtl() && ((context == CONTEXT_STD) || (context == CONTEXT_TREE) || (context == CONTEXT_LIST) || (context == CONTEXT_MAINMENU)))) { return; } #if defined(BUTTON_LEFT) && defined(BUTTON_RIGHT) newbutton &= ~(BUTTON_LEFT | BUTTON_RIGHT); if (has_flag(*button, BUTTON_LEFT)) { newbutton |= BUTTON_RIGHT; } if (has_flag(*button, BUTTON_RIGHT)) { newbutton |= BUTTON_LEFT; } #else #warning "BUTTON_LEFT / BUTTON_RIGHT not defined!" #endif #ifndef SIMULATOR #ifdef HAVE_SCROLLWHEEL newbutton &= ~(BUTTON_SCROLL_BACK | BUTTON_SCROLL_FWD); if (has_flag(*button, BUTTON_SCROLL_BACK)) { newbutton |= BUTTON_SCROLL_FWD; } if (has_flag(*button, BUTTON_SCROLL_FWD)) { newbutton |= BUTTON_SCROLL_BACK; } #endif #if defined(BUTTON_MINUS) && defined(BUTTON_PLUS) newbutton &= ~(BUTTON_MINUS | BUTTON_PLUS); if (has_flag(*button, BUTTON_MINUS)) { newbutton |= BUTTON_PLUS; } if (has_flag(*button, BUTTON_PLUS)) { newbutton |= BUTTON_MINUS; } #endif #endif /* !SIMULATOR */ *button = newbutton; #endif /* !BOOTLOADER */ } /* button_flip_horizontally */ /********************************************************************** * action_code_worker is the worker function for action_code_lookup. * returns ACTION_UNKNOWN or the requested return value from the list. * BE AWARE IF YOUR DESIRED ACTION IS IN A LOWER 'CHAINED' CONTEXT:: * *** is_prebutton can miss pre_buttons * ** An action without pre_button_code (pre_button_code = BUTTON_NONE) * * will be returned from the higher context */ static inline int action_code_worker(action_last_t *last, action_cur_t *cur, int *end ) { int ret = ACTION_UNKNOWN; int i = *end; unsigned int found = 0; while (cur->items[i].button_code != BUTTON_NONE) { if (cur->items[i].button_code == cur->button) { /******************************************************** * { Action Code, Button code, Prereq button code } * CAVEAT: This will allways return the action without * pre_button_code (pre_button_code = BUTTON_NONE) * if it is found before 'falling through' * to a lower 'chained' context. * * Example: button = UP|REL, last_button = UP; * while looking in CONTEXT_WPS there is an action defined * {ACTION_FOO, BUTTON_UP|BUTTON_REL, BUTTON_NONE} * then ACTION_FOO in CONTEXT_WPS will be returned * EVEN THOUGH you are expecting a fully matched * ACTION_BAR from CONTEXT_STD * {ACTION_BAR, BUTTON_UP|BUTTON_REL, BUTTON_UP} */ if (cur->items[i].pre_button_code == last->button) { /* Always allow an exact match */ found++; *end = i; } else if (!found && cur->items[i].pre_button_code == BUTTON_NONE) { /* Only allow Loose match if exact match wasn't found */ found++; *end = i; } } else if (has_flag(cur->items[i].pre_button_code, cur->button)) { /* This could be another action depending on next button press */ cur->is_prebutton = true; if (found > 1) /* There is already an exact match */ { break; } } i++; } if (!found) { *end = i; } else { ret = cur->items[*end].action_code; } return ret; } /*************************************************************************** * get_next_context returns the next CONTEXT to be searched for action_code * by action_code_lookup(); if needed it first continues incrementing till * the end of current context map is reached; If there is another * 'chained' context below the current context this new context is returned * if there is not a 'chained' context to return, CONTEXT_STD is returned; */ static 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; } /************************************************************************ * action_code_lookup passes current button, last button and is_prebutton * to action_code_worker() which uses the current button map to * lookup action_code. * BE AWARE IF YOUR DESIRED ACTION IS IN A LOWER 'CHAINED' CONTEXT:: * *** is_prebutton can miss pre_buttons * ** An action without pre_button_code (pre_button_code = BUTTON_NONE) * * will be returned from the higher context see action_code_worker() * for a more in-depth explanation * places action into current_action */ static inline void action_code_lookup(action_last_t *last, action_cur_t *cur) { int action, i; int context = cur->context; cur->is_prebutton = false; #ifdef HAVE_LOCKED_ACTIONS /* This only applies to the first context, to allow locked contexts to * specify a fall through to their non-locked version */ if (is_keys_locked()) context |= CONTEXT_LOCKED; #endif #ifndef DISABLE_ACTION_REMAP /* attempt to look up the button in user supplied remap */ if(last->key_remap && (context & CONTEXT_PLUGIN) == 0) { #if 0 /*Disable the REMOTE context for remap for now (BUTTON_REMOTE != 0)*/ if ((cur->button & BUTTON_REMOTE) != 0) { context |= CONTEXT_REMOTE; } #endif cur->items = core_get_data(last->key_remap); i = 0; action = ACTION_UNKNOWN; /* check the lut at the beginning for the desired context */ while (cur->items[i].button_code != BUTTON_NONE) { if (cur->items[i].action_code == CORE_CONTEXT_REMAP(context)) { i = cur->items[i].button_code; action = action_code_worker(last, cur, &i); if (action != ACTION_UNKNOWN) { cur->action = action; return; } } i++; } } #endif i = 0; action = ACTION_NONE; /* attempt to look up the button in the in-built keymaps */ for(;;) { /* logf("context = %x",context); */ #if (BUTTON_REMOTE != 0) if ((cur->button & BUTTON_REMOTE) != 0) { context |= CONTEXT_REMOTE; } #endif if ((context & CONTEXT_PLUGIN) && cur->get_context_map) { cur->items = cur->get_context_map(context); } else { cur->items = get_context_mapping(context); } if (cur->items != NULL) { action = action_code_worker(last, cur, &i); if (action == ACTION_UNKNOWN) { context = get_next_context(cur->items, i); if (context != (int)CONTEXT_STOPSEARCHING) { i = 0; continue; } } } /* No more items, action was found, or STOPSEARCHING was specified */ break; } cur->action = action; } #ifndef HAS_BUTTON_HOLD /************************************* * do_key_lock (dis)/enables softlock * based on lock flag, last button and * buttons still in queue are purged * if HAVE_TOUCHSCREEN then depending * on user selection it will be locked * or unlocked as well */ static inline void do_key_lock(bool lock) { action_last.keys_locked = lock; action_last.button = BUTTON_NONE; button_clear_queue(); #if defined(HAVE_TOUCHPAD) || defined(HAVE_TOUCHSCREEN) /* disable touch device on keylock if std behavior or selected disable touch */ if (!has_flag(action_last.softlock_mask, SEL_ACTION_ENABLED) || has_flag(action_last.softlock_mask, SEL_ACTION_NOTOUCH)) { button_enable_touch(!lock); } #endif } /********************************************** * do_auto_softlock when user selects autolock * unlock_combo stored for later unlock * activates autolock on backlight timeout * toggles autolock on / off by * ACTION_STD_KEYLOCK presses; */ static inline int do_auto_softlock(action_last_t *last, action_cur_t *cur) { #if !defined(HAVE_BACKLIGHT) (void) last; return cur->action; #else int action = cur->action; bool is_timeout = false; int timeout; if (has_flag(last->softlock_mask, SEL_ACTION_ALOCK_OK)) { timeout = backlight_get_current_timeout(); is_timeout = (timeout > 0 && (current_tick > action_last.tick + timeout)); } if (is_timeout) { do_key_lock(true); #if defined(HAVE_TOUCHPAD) || defined(HAVE_TOUCHSCREEN) /* if the touchpad is supposed to be off and the current buttonpress * is from the touchpad, nullify both button and action. */ if (!has_flag(action_last.softlock_mask, SEL_ACTION_ENABLED) || has_flag(action_last.softlock_mask, SEL_ACTION_NOTOUCH)) { #if defined(HAVE_TOUCHPAD) cur->button = touchpad_filter(cur->button); #endif #if defined(HAVE_TOUCHSCREEN) const int touch_fakebuttons = BUTTON_TOPLEFT | BUTTON_TOPMIDDLE | BUTTON_TOPRIGHT | BUTTON_LEFT | BUTTON_CENTER | BUTTON_RIGHT | BUTTON_BOTTOMLEFT | BUTTON_BOTTOMMIDDLE | BUTTON_BOTTOMRIGHT; if (has_flag(cur->button, BUTTON_TOUCHSCREEN)) cur->button = BUTTON_NONE; else cur->button &= ~touch_fakebuttons; #endif if (cur->button == BUTTON_NONE) { action = ACTION_NONE; } } #endif } else if (action == ACTION_STD_KEYLOCK) { if (!has_flag(last->softlock_mask, SEL_ACTION_ALWAYSAUTOLOCK)) // normal operation, clear/arm autolock { last->unlock_combo = cur->button;/* set unlock combo to allow unlock */ last->softlock_mask ^= SEL_ACTION_ALOCK_OK; action_handle_backlight(true, false); /* If we don't wait for a moment for the backlight queue * to process, the user will never see the message */ if (!is_backlight_on(false)) { sleep(HZ/2); } if (has_flag(last->softlock_mask, SEL_ACTION_ALOCK_OK)) { splash(HZ/2, ID2P(LANG_ACTION_AUTOLOCK_ON)); action = ACTION_REDRAW; } else { splash(HZ/2, ID2P(LANG_ACTION_AUTOLOCK_OFF)); } } else if (!has_flag(last->softlock_mask, SEL_ACTION_ALOCK_OK)) // always autolock, but not currently armed { last->unlock_combo = cur->button;/* set unlock combo to allow unlock */ last->softlock_mask ^= SEL_ACTION_ALOCK_OK; } } return action; #endif /* HAVE_BACKLIGHT */ } #endif /* HAS_BUTTON_HOLD */ /***************************************************** * do_softlock Handles softlock once action is known * selective softlock allows user selected actions to * bypass a currently locked state, special lock state * autolock is handled here as well if HAVE_BACKLIGHT */ static inline void do_softlock(action_last_t *last, action_cur_t *cur) { #if defined(HAS_BUTTON_HOLD) (void) last; (void) cur; return; #else int action = cur->action; /* check to make sure we don't get stuck without a way to unlock - if locked, * we can still use unlock_combo to unlock */ if (!last->screen_has_lock && !last->keys_locked) { /* no need to check softlock return immediately */ return; } bool filtered = true; bool notify_user = false; bool sl_activate = true; /* standard softlock behavior */ if ((!last->keys_locked) && has_flag(last->softlock_mask, SEL_ACTION_AUTOLOCK)) { action = do_auto_softlock(last, cur); } /* Lock/Unlock toggled by ACTION_STD_KEYLOCK presses*/ if ((action == ACTION_STD_KEYLOCK) || (last->keys_locked && last->unlock_combo == cur->button)) { #ifdef HAVE_BACKLIGHT // if backlight is off and keys are unlocked, do nothing and exit. // The backlight should come on without locking keypad. if ((!last->keys_locked) && (!is_backlight_on(false))) { return; } #endif last->unlock_combo = cur->button; do_key_lock(!last->keys_locked); notify_user = true; } #if (BUTTON_REMOTE != 0)/* Allow remote actions through */ else if (has_flag(cur->button, BUTTON_REMOTE)) { return; } #endif else if (last->keys_locked && action != ACTION_REDRAW) { if (has_flag(last->softlock_mask, SEL_ACTION_ENABLED)) { filtered = is_action_filtered(action, last->softlock_mask, cur->context); sl_activate = !is_action_discarded(cur, filtered, &last->sl_filter_tick); } if (sl_activate) { /*All non-std softlock options are set to 0 if advanced sl is disabled*/ if (!has_flag(last->softlock_mask, SEL_ACTION_NONOTIFY)) { /* always true on standard softlock behavior*/ notify_user = has_flag(cur->button, BUTTON_REL); action = ACTION_REDRAW; } else action = ACTION_NONE; } else if (!filtered) { /* catch blocked actions on fast repeated presses */ action = ACTION_NONE; } }/* keys_locked */ #ifdef BUTTON_POWER /*always notify if power button pressed while keys locked*/ notify_user |= (has_flag(cur->button, BUTTON_POWER|BUTTON_REL) && last->keys_locked); #endif if (notify_user) { action_handle_backlight(true, false); #ifdef HAVE_BACKLIGHT /* If we don't wait for a moment for the backlight queue to process, * the user will never see the message */ if (!is_backlight_on(false)) { sleep(HZ/2); } #endif if (!has_flag(last->softlock_mask, SEL_ACTION_ALLNONOTIFY)) { if (last->keys_locked) { splash(HZ/2, ID2P(LANG_KEYLOCK_ON)); } else { splash(HZ/2, ID2P(LANG_KEYLOCK_OFF)); } } action = ACTION_REDRAW; last->button = BUTTON_NONE; button_clear_queue(); } cur->action = action; #endif/*!HAS_BUTTON_HOLD*/ } /********************************************************************** * update_action_last copies the current action values into action_last * saving the current state & allowing get_action_worker() to return * while waiting for the next button press; Since some actions take * multiple buttons, this allows those actions to be looked up and * returned in a non-blocking way; * Returns action, checks\sets repeated, plays keyclick (if applicable) */ static inline int update_action_last(action_last_t *last, action_cur_t *cur) { int action = cur->action; logf ("action system: context: %d last context: %d, action: %d, \ last action: %d, button %d, last btn: %d, last repeated: %d, \ last_data: %d", cur->context, last->context, cur->action, last->action, cur->button, last->button, last->repeated, last->data); if (action == last->action) { last->repeated = (current_tick < last->tick + REPEAT_WINDOW_TICKS); } else { last->repeated = false; } last->action = action; last->button = cur->button; last->data = button_get_data(); last->tick = current_tick; /* Produce keyclick */ keyclick_click(false, action); return action; } /******************************************************** * init_act_cur initializes passed struct action_cur_t * with context, timeout,and get_context_map. * other values set to default * if get_context_map is NULL standard * context mapping will be used */ static void init_act_cur(action_cur_t *cur, int context, int timeout, const struct button_mapping* (*get_context_map)(int)) { cur->action = ACTION_UNKNOWN; cur->button = BUTTON_NONE; cur->context = context; cur->is_prebutton = false; cur->items = NULL; cur->timeout = timeout; cur->get_context_map = get_context_map; } /******************************************************* * do_backlight allows exemptions to the backlight on * user selected actions; Actions need to be looked up * before the decision to turn on backlight is made, * if selective backlighting is enabled then * filter first keypress events may need * to be taken into account as well * IF SEL_ACTION_ENABLED then: * Returns action or is FFKeypress is enabled, * ACTION_NONE on first keypress * delays backlight_on until action is known * handles backlight_on if needed */ static inline int do_backlight(action_last_t *last, action_cur_t *cur, int action) { #if !defined(HAVE_BACKLIGHT) (void) last; (void) cur; return action; #else if (!has_flag(last->backlight_mask, SEL_ACTION_ENABLED) || (action & (SYS_EVENT|BUTTON_MULTIMEDIA)) != 0 || action == ACTION_REDRAW) { return action; } bool filtered; bool bl_activate = false; bool bl_is_off = !is_backlight_on(false); #if CONFIG_CHARGING /* disable if on external power */ bl_is_off &= !(has_flag(last->backlight_mask, SEL_ACTION_NOEXT) && power_input_present()); #endif /* skip if backlight on | incorrect context | SEL_ACTION_NOEXT + ext pwr */ if ((cur->context == CONTEXT_FM || cur->context == CONTEXT_WPS) && bl_is_off) { filtered = is_action_filtered(action, last->backlight_mask, cur->context); bl_activate = !is_action_discarded(cur, filtered, &last->bl_filter_tick); } else /* standard backlight behaviour */ { bl_activate = true; } if (action != ACTION_NONE && bl_activate) { action_handle_backlight(true, true); /* Handle first keypress enables backlight only */ if (has_flag(last->backlight_mask, SEL_ACTION_FFKEYPRESS) && bl_is_off) { action = ACTION_NONE; last->button = BUTTON_NONE; } } else { action_handle_backlight(false, true);/* set ignore next true */ } return action; #endif /* !HAVE_BACKLIGHT */ } /******************************************************************** * get_action_worker() searches the button list of the passed 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. ACTION_NONE int the button * list will get CONTEXT_STD which is always the last list checked. * * BE AWARE IF YOUR DESIRED ACTION IS IN A LOWER 'CHAINED' CONTEXT:: * *** is_prebutton can miss pre_buttons * ** An action without pre_button_code (pre_button_code = BUTTON_NONE) * * will be returned from the higher context see action_code_worker() * for a more in-depth explanation * * 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 */ static int get_action_worker(action_last_t *last, action_cur_t *cur) { send_event(GUI_EVENT_ACTIONUPDATE, NULL); /*if button = none/special; returns immediately*/ if (action_poll_button(last, cur)) { return cur->button; } update_screen_has_lock(last, cur); if (get_action_touchscreen(last, cur)) { do_softlock(last, cur); return cur->action; } button_flip_horizontally(cur->context, &cur->button); action_code_lookup(last, cur); do_softlock(last, cur); return update_action_last(last, cur); } /* ******************************************************************************* * END INTERNAL ACTION FUNCTIONS *********************************************** *******************************************************************************/ /****************************************************************************** * EXPORTED ACTION FUNCTIONS *************************************************** ******************************************************************************* */ #ifdef HAVE_TOUCHSCREEN /* return BUTTON_NONE on error * BUTTON_REPEAT if repeated press * BUTTON_REPEAT|BUTTON_REL if release after repeated press * BUTTON_REL if it's a short press = release after press * BUTTON_TOUCHSCREEN if press */ int action_get_touchscreen_press(short *x, short *y) { int data; int ret = BUTTON_TOUCHSCREEN; if (!has_flag(action_last.button, BUTTON_TOUCHSCREEN)) { return BUTTON_NONE; } data = button_get_data(); if (has_flag(action_last.button, BUTTON_REL)) { *x = (action_last.ts_data&0xffff0000)>>16; *y = (action_last.ts_data&0xffff); } else { *x = (data&0xffff0000)>>16; *y = (data&0xffff); } action_last.ts_data = data; if (action_last.repeated) { ret = BUTTON_REPEAT; } else if (action_last.ts_short_press) { ret = BUTTON_REL; } /* This is to return a BUTTON_REL after a BUTTON_REPEAT. */ else if (has_flag(action_last.button, BUTTON_REL)) { ret = BUTTON_REPEAT|BUTTON_REL; } return ret; } int action_get_touchscreen_press_in_vp(short *x1, short *y1, struct viewport *vp) { short x, y; int ret; ret = action_get_touchscreen_press(&x, &y); if (ret != BUTTON_NONE && viewport_point_within_vp(vp, x, y)) { *x1 = x - vp->x; *y1 = y - vp->y; return ret; } if (has_flag(ret, BUTTON_TOUCHSCREEN)) { return ACTION_UNKNOWN; } return BUTTON_NONE; } #endif bool action_userabort(int timeout) { int action = get_custom_action(CONTEXT_STD, timeout, NULL); bool ret = (action == ACTION_STD_CANCEL); if (!ret) { default_event_handler(action); } return ret; } void action_wait_for_release(void) { action_last.wait_for_release = true; } int get_action(int context, int timeout) { action_cur_t current; init_act_cur(¤t, context, timeout, NULL); int action = get_action_worker(&action_last, ¤t); #ifdef HAVE_TOUCHSCREEN if (action == ACTION_TOUCHSCREEN) { action = sb_touch_to_button(context); } #endif action = do_backlight(&action_last, ¤t, action); return action; } int action_set_keymap(struct button_mapping* core_keymap, int count) { #ifdef DISABLE_ACTION_REMAP (void)core_keymap; (void)count; return -1; #else if (count <= 0 || core_keymap == NULL) return action_set_keymap_handle(0, 0); size_t keyremap_buf_size = count * sizeof(struct button_mapping); int handle = core_alloc("keyremap", keyremap_buf_size); if (handle < 0) return -6; memcpy(core_get_data(handle), core_keymap, keyremap_buf_size); return action_set_keymap_handle(handle, count); #endif } int action_set_keymap_handle(int handle, int count) { #ifdef DISABLE_ACTION_REMAP (void)core_keymap; (void)count; return -1; #else /* free an existing remap */ action_last.key_remap = core_free(action_last.key_remap); /* if clearing the remap, we're done */ if (count <= 0 || handle <= 0) return 0; /* validate the keymap */ struct button_mapping* core_keymap = core_get_data(handle); struct button_mapping* entry = &core_keymap[count - 1]; if (entry->action_code != (int) CONTEXT_STOPSEARCHING || entry->button_code != BUTTON_NONE) /* check for sentinel at end*/ { /* missing sentinel entry */ return -1; } /* check the lut at the beginning for invalid offsets */ for (int i = 0; i < count; ++i) { entry = &core_keymap[i]; if (entry->action_code == (int)CONTEXT_STOPSEARCHING) break; if ((entry->action_code & CONTEXT_REMAPPED) == CONTEXT_REMAPPED) { int firstbtn = entry->button_code; int endpos = firstbtn + entry->pre_button_code; if (firstbtn > count || firstbtn < i || endpos > count) { /* offset out of bounds */ return -2; } if (core_keymap[endpos].button_code != BUTTON_NONE) { /* stop sentinel is not at end of action lut */ return -3; } } else { /* something other than a context remap in the lut */ return -4; } if (i+1 >= count) { /* no sentinel in the lut */ return -5; } } /* success */ action_last.key_remap = handle; return count; #endif } int get_custom_action(int context,int timeout, const struct button_mapping* (*get_context_map)(int)) { action_cur_t current; init_act_cur(¤t, context, timeout, get_context_map); return get_action_worker(&action_last, ¤t); } intptr_t get_action_data(void) { return action_last.data; } int get_action_statuscode(int *button) { int ret = 0; if (button) { *button = action_last.button; } if (has_flag(action_last.button, BUTTON_REMOTE)) { ret |= ACTION_REMOTE; } if (action_last.repeated) { ret |= ACTION_REPEAT; } return ret; } #ifdef HAVE_BACKLIGHT /* Enable selected actions to leave the backlight off */ void set_selective_backlight_actions(bool selective, unsigned int mask, bool filter_fkp) { action_handle_backlight(true, selective); if (selective) /* we will handle filter_first_keypress here so turn it off*/ { set_backlight_filter_keypress(false);/* turnoff ffkp in button.c */ action_last.backlight_mask = mask | SEL_ACTION_ENABLED; if (filter_fkp) { action_last.backlight_mask |= SEL_ACTION_FFKEYPRESS; } } else { set_backlight_filter_keypress(filter_fkp); action_last.backlight_mask = SEL_ACTION_NONE; } } #endif /* HAVE_BACKLIGHT */ #ifndef HAS_BUTTON_HOLD bool is_keys_locked(void) { return (action_last.keys_locked); } /* Enable selected actions to bypass a locked state */ void set_selective_softlock_actions(bool selective, unsigned int mask) { action_last.keys_locked = false; if (selective) { action_last.softlock_mask = mask | SEL_ACTION_ENABLED; } else { action_last.softlock_mask = SEL_ACTION_NONE; } } /* look for an action in the given context, return button which triggers it. * (note: pre_button isn't taken into account here) */ static int find_button_for_action(int context, int action) { const struct button_mapping *items; int i; do { items = get_context_mapping(context); if (items == NULL) break; for (i = 0; items[i].button_code != BUTTON_NONE; ++i) { if (items[i].action_code == action) return items[i].button_code; } /* get chained context, if none it will be CONTEXT_STOPSEARCHING */ context = items[i].action_code; } while (context != (int)CONTEXT_STOPSEARCHING); return BUTTON_NONE; } void action_autosoftlock_init(void) { /* search in WPS and STD contexts for the keylock button combo */ static const int contexts[2] = { CONTEXT_WPS, CONTEXT_STD }; for (int i = 0; i < 2; ++i) { int button = find_button_for_action(contexts[i], ACTION_STD_KEYLOCK); if (button != BUTTON_NONE) { action_last.unlock_combo = button; break; } } /* if we have autolock and alwaysautolock, go ahead and arm it */ if (has_flag(action_last.softlock_mask, SEL_ACTION_AUTOLOCK) && has_flag(action_last.softlock_mask, SEL_ACTION_ALWAYSAUTOLOCK) && (action_last.unlock_combo != BUTTON_NONE)) { action_last.softlock_mask = action_last.softlock_mask | SEL_ACTION_ALOCK_OK; } return; } #endif /* !HAS_BUTTON_HOLD */ /* ******************************************************************************* * END EXPORTED ACTION FUNCTIONS *********************************************** *******************************************************************************/