rockbox/apps/action.c
Thomas Martitz 430ada0864 Redo r29168. Use similar but existing mechanism in the action system which seems to work better.
Don't eat buttons on context change if it was waiting for button release (you did need another release).

git-svn-id: svn://svn.rockbox.org/rockbox/trunk@29192 a1c6a512-1295-4272-9138-f99709370657
2011-02-02 18:30:10 +00:00

447 lines
12 KiB
C

/***************************************************************************
* __________ __ ___.
* Open \______ \ ____ ____ | | _\_ |__ _______ ___
* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
* \/ \/ \/ \/ \/
* $Id$
*
* Copyright (C) 2006 Jonathan Gordon
*
* 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 <stdio.h>
#include <string.h>
#include <stdlib.h>
#include "config.h"
#include "lang.h"
#include "appevents.h"
#include "button.h"
#include "action.h"
#include "kernel.h"
#include "debug.h"
#include "splash.h"
#include "settings.h"
#include "pcmbuf.h"
#include "misc.h"
#if defined(HAVE_LCD_BITMAP) && !defined(BOOTLOADER)
#include "language.h"
#endif
#include "viewport.h"
#ifdef HAVE_TOUCHSCREEN
#include "statusbar-skinned.h"
#endif
static int last_button = BUTTON_NONE|BUTTON_REL; /* allow the ipod wheel to
work on startup */
static intptr_t last_data = 0;
static int last_action = ACTION_NONE;
static bool repeated = false;
static bool wait_for_release = false;
#ifdef HAVE_TOUCHSCREEN
static bool short_press = false;
#endif
#define REPEAT_WINDOW_TICKS HZ/10
static int last_action_tick = 0;
/* software keylock stuff */
#ifndef HAS_BUTTON_HOLD
static bool keys_locked = false;
static int unlock_combo = BUTTON_NONE;
static 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.
*/
static inline int do_button_check(const struct button_mapping *items,
int button, int last_button, int *start)
{
int i = 0;
int ret = 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;
}
#if defined(HAVE_LCD_BITMAP) && !defined(BOOTLOADER)
/*
* button is horizontally inverted to support RTL language if the given language
* and context combination require that
*/
static int button_flip_horizontally(int context, int button)
{
int newbutton;
if (!(lang_is_rtl() && ((context == CONTEXT_STD) ||
(context == CONTEXT_TREE) || (context == CONTEXT_LIST) ||
(context == CONTEXT_MAINMENU))))
{
return button;
}
newbutton = button &
~(BUTTON_LEFT | BUTTON_RIGHT
#if defined(BUTTON_SCROLL_BACK) && defined(BUTTON_SCROLL_FWD) && \
!defined(SIMULATOR)
| BUTTON_SCROLL_BACK | BUTTON_SCROLL_FWD
#endif
#if defined(BUTTON_MINUS) && defined(BUTTON_PLUS) && \
!defined(SIMULATOR)
| BUTTON_MINUS | BUTTON_PLUS
#endif
);
if (button & BUTTON_LEFT)
newbutton |= BUTTON_RIGHT;
if (button & BUTTON_RIGHT)
newbutton |= BUTTON_LEFT;
#if defined(BUTTON_SCROLL_BACK) && defined(BUTTON_SCROLL_FWD) && \
!defined(SIMULATOR)
if (button & BUTTON_SCROLL_BACK)
newbutton |= BUTTON_SCROLL_FWD;
if (button & BUTTON_SCROLL_FWD)
newbutton |= BUTTON_SCROLL_BACK;
#endif
#if defined(BUTTON_MINUS) && defined(BUTTON_PLUS) && \
!defined(SIMULATOR)
if (button & BUTTON_MINUS)
newbutton |= BUTTON_PLUS;
if (button & BUTTON_PLUS)
newbutton |= BUTTON_MINUS;
#endif
return newbutton;
}
#endif
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;
}
/*
* 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
*/
static 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;
static int last_context = CONTEXT_STD;
send_event(GUI_EVENT_ACTIONUPDATE, NULL);
if (timeout == TIMEOUT_NOBLOCK)
button = button_get(false);
else if (timeout == TIMEOUT_BLOCK)
button = button_get(true);
else
button = button_get_w_tmo(timeout);
/* Data from sys events can be pulled with button_get_data
* multimedia button presses don't go through the action system */
if (button == BUTTON_NONE || button & (SYS_EVENT|BUTTON_MULTIMEDIA))
return button;
/* Don't send any buttons through untill we see the release event */
if (wait_for_release)
{
if (button&BUTTON_REL)
{
/* remember the button for the below button eating on context
* change */
last_button = button;
wait_for_release = false;
}
return ACTION_NONE;
}
#if CONFIG_CODEC == SWCODEC
/* Produce keyclick */
if (global_settings.keyclick && !(button & BUTTON_REL))
if (!(button & BUTTON_REPEAT) || global_settings.keyclick_repeats)
pcmbuf_beep(4000, KEYCLICK_DURATION, 2500*global_settings.keyclick);
#endif
if ((context != last_context) && ((last_button & BUTTON_REL) == 0)
#ifdef HAVE_SCROLLWHEEL
/* Scrollwheel doesn't generate release events */
&& !(last_button & (BUTTON_SCROLL_BACK | BUTTON_SCROLL_FWD))
#endif
)
{
if (button & BUTTON_REL)
{
last_button = button;
last_action = ACTION_NONE;
}
/* eat all buttons until the previous button was |BUTTON_REL
(also eat the |BUTTON_REL button) */
return ACTION_NONE; /* "safest" return value */
}
last_context = context;
#ifndef HAS_BUTTON_HOLD
screen_has_lock = ((context & ALLOW_SOFTLOCK) == ALLOW_SOFTLOCK);
if (screen_has_lock && keys_locked)
{
if (button == unlock_combo)
{
last_button = BUTTON_NONE;
keys_locked = false;
splash(HZ/2, str(LANG_KEYLOCK_OFF));
return ACTION_REDRAW;
}
else
#if (BUTTON_REMOTE != 0)
if ((button & BUTTON_REMOTE) == 0)
#endif
{
if ((button & BUTTON_REL))
splash(HZ/2, str(LANG_KEYLOCK_ON));
return ACTION_REDRAW;
}
}
context &= ~ALLOW_SOFTLOCK;
#endif /* HAS_BUTTON_HOLD */
#ifdef HAVE_TOUCHSCREEN
if (button & BUTTON_TOUCHSCREEN)
{
repeated = false;
short_press = false;
if (last_button & BUTTON_TOUCHSCREEN)
{
if ((button & BUTTON_REL) &&
((last_button & BUTTON_REPEAT)==0))
{
short_press = true;
}
else if (button & BUTTON_REPEAT)
repeated = true;
}
last_button = button;
return ACTION_TOUCHSCREEN;
}
#endif
#if defined(HAVE_LCD_BITMAP) && !defined(BOOTLOADER)
button = button_flip_horizontally(context, button);
#endif
/* logf("%x,%x",last_button,button); */
while (1)
{
/* logf("context = %x",context); */
#if (BUTTON_REMOTE != 0)
if (button & BUTTON_REMOTE)
context |= CONTEXT_REMOTE;
#endif
if ((context & CONTEXT_PLUGIN) && get_context_map)
items = get_context_map(context);
else
items = get_context_mapping(context);
if (items == NULL)
break;
ret = do_button_check(items,button,last_button,&i);
if (ret == ACTION_UNKNOWN)
{
context = get_next_context(items,i);
if (context != (int)CONTEXT_STOPSEARCHING)
{
i = 0;
continue;
}
}
/* Action was found or STOPSEARCHING was specified */
break;
}
/* DEBUGF("ret = %x\n",ret); */
#ifndef HAS_BUTTON_HOLD
if (screen_has_lock && (ret == ACTION_STD_KEYLOCK))
{
unlock_combo = button;
keys_locked = true;
splash(HZ/2, str(LANG_KEYLOCK_ON));
button_clear_queue();
return ACTION_REDRAW;
}
#endif
if ((current_tick - last_action_tick < REPEAT_WINDOW_TICKS)
&& (ret == last_action))
repeated = true;
else
repeated = false;
last_button = button;
last_action = ret;
last_data = button_get_data();
last_action_tick = current_tick;
return ret;
}
int get_action(int context, int timeout)
{
int button = get_action_worker(context,timeout,NULL);
#ifdef HAVE_TOUCHSCREEN
if (button == ACTION_TOUCHSCREEN)
button = sb_touch_to_button(context);
#endif
return button;
}
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)
{
int action = get_action_worker(CONTEXT_STD,timeout,NULL);
bool ret = (action == ACTION_STD_CANCEL);
if(!ret)
{
default_event_handler(action);
}
return ret;
}
#ifndef HAS_BUTTON_HOLD
bool is_keys_locked(void)
{
return (screen_has_lock && keys_locked);
}
#endif
intptr_t get_action_data(void)
{
return last_data;
}
int get_action_statuscode(int *button)
{
int ret = 0;
if (button)
*button = last_button;
if (last_button & BUTTON_REMOTE)
ret |= ACTION_REMOTE;
if (repeated)
ret |= ACTION_REPEAT;
return ret;
}
#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)
{
static int last_data = 0;
int data;
if ((last_button & BUTTON_TOUCHSCREEN) == 0)
return BUTTON_NONE;
data = button_get_data();
if (last_button & BUTTON_REL)
{
*x = (last_data&0xffff0000)>>16;
*y = (last_data&0xffff);
}
else
{
*x = (data&0xffff0000)>>16;
*y = (data&0xffff);
}
last_data = data;
if (repeated)
return BUTTON_REPEAT;
if (short_press)
return BUTTON_REL;
/* This is to return a BUTTON_REL after a BUTTON_REPEAT. */
if (last_button & BUTTON_REL)
return BUTTON_REPEAT|BUTTON_REL;
return BUTTON_TOUCHSCREEN;
}
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 (ret & BUTTON_TOUCHSCREEN)
return ACTION_UNKNOWN;
return BUTTON_NONE;
}
#endif
/* Don't let get_action*() return any ACTION_* values until the current buttons
* have been released. SYS_* and BUTTON_NONE will go through.
* Any actions relying on _RELEASE won't get seen.
*/
void action_wait_for_release(void)
{
wait_for_release = true;
}