a0f311355c
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@11730 a1c6a512-1295-4272-9138-f99709370657
226 lines
6.4 KiB
C
226 lines
6.4 KiB
C
/***************************************************************************
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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) 2006 Jonathan Gordon
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*
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* All files in this archive are subject to the GNU General Public License.
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* See the file COPYING in the source tree root for full license agreement.
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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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#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 "lang.h"
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#include "button.h"
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#include "action.h"
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#include "kernel.h"
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#include "debug.h"
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#include "splash.h"
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static bool ignore_until_release = false;
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static int last_button = BUTTON_NONE;
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/* software keylock stuff */
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#ifndef HAS_BUTTON_HOLD
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static bool keys_locked = false;
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static int unlock_combo = BUTTON_NONE;
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static bool screen_has_lock = false;
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#endif /* HAVE_SOFTWARE_KEYLOCK */
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/*
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* do_button_check is the worker function for get_default_action.
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* returns ACTION_UNKNOWN or the requested return value from the list.
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*/
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static inline int do_button_check(const struct button_mapping *items,
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int button, int last_button, int *start)
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{
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int i = 0;
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int ret = ACTION_UNKNOWN;
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if (items == NULL)
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return ACTION_UNKNOWN;
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while (items[i].button_code != BUTTON_NONE)
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{
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if (items[i].button_code == button)
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{
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if ((items[i].pre_button_code == BUTTON_NONE)
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|| (items[i].pre_button_code == last_button))
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{
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ret = items[i].action_code;
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break;
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}
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}
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i++;
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}
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*start = i;
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return ret;
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}
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static inline int get_next_context(const struct button_mapping *items, int i)
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{
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while (items[i].button_code != BUTTON_NONE)
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i++;
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return (items[i].action_code == ACTION_NONE ) ?
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CONTEXT_STD :
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items[i].action_code;
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}
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/*
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* int get_action_worker(int context, struct button_mapping *user_mappings,
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int timeout)
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This function searches the button list for the given context for the just
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pressed button.
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If there is a match it returns the value from the list.
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If there is no match..
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the last item in the list "points" to the next context in a chain
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so the "chain" is followed until the button is found.
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putting ACTION_NONE will get CONTEXT_STD which is always the last list checked.
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Timeout can be TIMEOUT_NOBLOCK to return immediatly
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TIMEOUT_BLOCK to wait for a button press
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Any number >0 to wait that many ticks for a press
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*/
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static int get_action_worker(int context, int timeout,
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const struct button_mapping* (*get_context_map)(int) )
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{
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const struct button_mapping *items = NULL;
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int button;
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int i=0;
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int ret = ACTION_UNKNOWN;
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if (timeout == TIMEOUT_NOBLOCK)
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button = button_get(false);
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else if (timeout == TIMEOUT_BLOCK)
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button = button_get(true);
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else
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button = button_get_w_tmo(timeout);
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if (button == BUTTON_NONE || button&SYS_EVENT)
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{
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return button;
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}
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if (ignore_until_release == true)
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{
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if (button&BUTTON_REL)
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{
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ignore_until_release = false;
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}
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return ACTION_NONE; /* "safest" return value */
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}
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#ifndef HAS_BUTTON_HOLD
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screen_has_lock = ((context&ALLOW_SOFTLOCK)==ALLOW_SOFTLOCK);
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if (screen_has_lock && (keys_locked == true))
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{
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if (button == unlock_combo)
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{
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last_button = BUTTON_NONE;
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keys_locked = false;
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gui_syncsplash(HZ/2, true, str(LANG_KEYLOCK_OFF_PLAYER));
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return ACTION_REDRAW;
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}
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else
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#if (BUTTON_REMOTE != 0)
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if ((button&BUTTON_REMOTE) == 0)
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#endif
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{
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if ((button&BUTTON_REL))
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gui_syncsplash(HZ/2, true, str(LANG_KEYLOCK_ON_PLAYER));
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return ACTION_REDRAW;
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}
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}
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context &= ~ALLOW_SOFTLOCK;
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#endif /* HAS_BUTTON_HOLD */
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/* logf("%x,%x",last_button,button); */
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do
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{
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/* logf("context = %x",context); */
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#if (BUTTON_REMOTE != 0)
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if (button&BUTTON_REMOTE)
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context |= CONTEXT_REMOTE;
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#endif
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if ((context&CONTEXT_CUSTOM) && get_context_map)
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items = get_context_map(context);
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else
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items = get_context_mapping(context);
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ret = do_button_check(items,button,last_button,&i);
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if ((context ==(int)CONTEXT_STOPSEARCHING) ||
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items == NULL )
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break;
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if (ret == ACTION_UNKNOWN )
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{
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context = get_next_context(items,i);
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i = 0;
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}
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else break;
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} while (1);
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/* DEBUGF("ret = %x\n",ret); */
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#ifndef HAS_BUTTON_HOLD
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if (screen_has_lock && (ret == ACTION_STD_KEYLOCK))
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{
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unlock_combo = button;
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keys_locked = true;
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action_signalscreenchange();
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gui_syncsplash(HZ/2, true, str(LANG_KEYLOCK_ON_PLAYER));
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button_clear_queue();
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return ACTION_REDRAW;
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}
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#endif
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last_button = button;
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return ret;
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}
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int get_action(int context, int timeout)
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{
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return get_action_worker(context,timeout,NULL);
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}
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int get_custom_action(int context,int timeout,
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const struct button_mapping* (*get_context_map)(int))
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{
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return get_action_worker(context,timeout,get_context_map);
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}
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bool action_userabort(int timeout)
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{
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action_signalscreenchange();
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int action = get_action_worker(CONTEXT_STD,timeout,NULL);
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bool ret = (action == ACTION_STD_CANCEL);
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action_signalscreenchange();
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return ret;
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}
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void action_signalscreenchange(void)
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{
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if ((last_button != BUTTON_NONE) &&
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!(last_button&BUTTON_REL))
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{
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ignore_until_release = true;
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}
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last_button = BUTTON_NONE;
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}
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#ifndef HAS_BUTTON_HOLD
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bool is_keys_locked(void)
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{
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return (screen_has_lock && (keys_locked == true));
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}
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#endif
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