/*************************************************************************** * __________ __ ___. * 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 #include #include #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 == CONTEXT_STD) #if (BUTTON_REMOTE != 0) || ((unsigned)context == (CONTEXT_STD|CONTEXT_REMOTE)) #endif ) 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