rockbox/apps/action.c
William Wilgus 6103d4d83d Selective Backlight Softlock Fix misleading indentation.
Change-Id: Iffbdd3c5bd8d2d23f4f7e3af42e16ab0c1dc312b
2017-01-17 23:50:38 +01:00

877 lines
28 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
#ifdef HAVE_BACKLIGHT
#include "backlight.h"
#if CONFIG_CHARGING
#include "power.h"
#endif
#endif /* HAVE_BACKLIGHT */
#define LOGF_ENABLE
#include "logf.h"
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/4
static int last_action_tick = 0;
#if defined(HAVE_BACKLIGHT) || !defined(HAS_BUTTON_HOLD)
static inline bool is_action_normal(int action);
static inline bool mask_has_flag(unsigned int mask, unsigned int flag);
static inline bool is_action_completed(int button);
#define LAST_FILTER_TICKS HZ/2 /* timeout between filtered actions */
#endif /* defined(HAVE_BACKLIGHT) || !defined(HAS_BUTTON_HOLD) */
#ifdef HAVE_BACKLIGHT
static unsigned int backlight_mask = SEL_ACTION_NONE;
static int do_backlight(int action, int context, bool is_pre_btn);
static void handle_backlight(bool backlight, bool ignore_next);
#endif /* HAVE_BACKLIGHT */
/* software keylock stuff */
#ifndef HAS_BUTTON_HOLD
static bool keys_locked = false;
static bool screen_has_lock = false;
static unsigned int softlock_mask = SEL_ACTION_NONE;
static inline int do_softlock_unlock_combo(int button, int context);
static int do_softlock(int button, int action, int context, bool is_pre_btn);
#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.
* BE AWARE is_pre_button can miss pre buttons if a match is found first.
*/
static inline int do_button_check(const struct button_mapping *items,int button,
int last_button, int *start, bool *prebtn)
{
int i = 0;
int ret = ACTION_UNKNOWN;
while (items[i].button_code != BUTTON_NONE)
{
if (items[i].button_code == button)
{
/*
CAVEAT: This will allways return the action without pre_button_code if it has a
lower index in the list.
*/
if ((items[i].pre_button_code == BUTTON_NONE)
|| (items[i].pre_button_code == last_button))
{
ret = items[i].action_code;
break;
}
}
else if (items[i].pre_button_code & button)
*prebtn = true; /* determine if this could be another action */
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;
}
#if defined(HAVE_GUI_BOOST) && defined(HAVE_ADJUSTABLE_CPU_FREQ)
/* Timeout for gui boost in seconds. */
#define GUI_BOOST_TIMEOUT (HZ)
/* Helper function which is called to boost / unboost CPU. This function
* avoids to increase boost_count with each call of gui_boost(). */
static void gui_boost(bool want_to_boost)
{
static bool boosted = false;
if (want_to_boost && !boosted)
{
cpu_boost(true);
boosted = true;
}
else if (!want_to_boost && boosted)
{
cpu_boost(false);
boosted = false;
}
}
/* gui_unboost_callback() is called GUI_BOOST_TIMEOUT seconds after the
* last wheel scrolling event. */
static int gui_unboost_callback(struct timeout *tmo)
{
(void)tmo;
gui_boost(false);
return 0;
}
#endif
/*
* int get_action_worker(int context, int timeout, bool *is_pre_button,
struct button_mapping *user_mappings)
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.
BE AWARE is_pre_button can miss pre buttons if a match is found first.
it is more for actions that are not yet completed in the desired context
but are defined in a lower 'chained' context.
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, bool *is_pre_button,
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);
#if defined(HAVE_GUI_BOOST) && defined(HAVE_ADJUSTABLE_CPU_FREQ)
static struct timeout gui_unboost;
/* Boost the CPU in case of wheel scrolling activity in the defined contexts.
* Call unboost with a timeout of GUI_BOOST_TIMEOUT. */
if (button != BUTTON_NONE)
{
gui_boost(true);
timeout_register(&gui_unboost, gui_unboost_callback, GUI_BOOST_TIMEOUT, 0);
}
#endif
/* 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))
{
/* no button pressed so no point in waiting for release */
if (button == BUTTON_NONE)
wait_for_release = false;
return button;
}
/* the special redraw button should result in a screen refresh */
if (button == BUTTON_REDRAW)
return ACTION_REDRAW;
/* 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_REPEAT|BUTTON_REL)) == 0)
wait_for_release = false;
/* 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 ((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);
context &= ~ALLOW_SOFTLOCK;
if (is_keys_locked())
{
ret = do_softlock_unlock_combo(button, context);
if (!is_keys_locked())
return ret;
}
#if defined(HAVE_TOUCHPAD) || defined(HAVE_TOUCHSCREEN)
else if (!mask_has_flag(softlock_mask, SEL_ACTION_NOTOUCH))
{
/* make sure touchpad get reactivated if we quit the screen */
button_enable_touch(true);
}
#endif
#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); */
*is_pre_button = false; /* could the button be another actions pre_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, is_pre_button);
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 && is_action_normal(ret))
ret = do_softlock(button, ret, last_context & ~ALLOW_SOFTLOCK, is_pre_button);
#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;
#if CONFIG_CODEC == SWCODEC
/* Produce keyclick */
keyclick_click(false, ret);
#endif
return ret;
}/* get_action_worker */
int get_action(int context, int timeout)
{
bool is_pre_button = false;
int button = get_action_worker(context, timeout, &is_pre_button, NULL);
#ifdef HAVE_TOUCHSCREEN
if (button == ACTION_TOUCHSCREEN)
button = sb_touch_to_button(context);
#endif
#ifdef HAVE_BACKLIGHT
if (mask_has_flag(backlight_mask, SEL_ACTION_ENABLED) &&
is_action_normal(button))
button = do_backlight(button, context & ~ALLOW_SOFTLOCK, is_pre_button);
#endif
return button;
}
int get_custom_action(int context,int timeout,
const struct button_mapping* (*get_context_map)(int))
{
bool is_pre_button = false;
return get_action_worker(context,timeout, &is_pre_button, get_context_map);
}
bool action_userabort(int timeout)
{
bool is_pre_button = false;
int action = get_action_worker(CONTEXT_STD,timeout, &is_pre_button, NULL);
bool ret = (action == ACTION_STD_CANCEL);
if (!ret)
{
default_event_handler(action);
}
return ret;
}
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.
*
* Note this doesn't currently work for touchscreen targets if called
* when the screen isn't currently touched, because they can send normal
* (non-BUTTON_REPEAT) events repeatedly, if the touch coordinates change.
* This cannot be distinguished from normal buttons events.
*/
void action_wait_for_release(void)
{
wait_for_release = true;
}
#if defined(HAVE_BACKLIGHT) || !defined(HAS_BUTTON_HOLD)
/* HELPER FUNCTIONS
* Selective softlock and backlight use this lookup based on mask to decide
* which actions are filtered, or could be filtered but not currently set.
* returns false if the action isn't found, true if the action is found
*/
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 = mask_has_flag(mask, SEL_ACTION_NOUNMAPPED);
break;
case ACTION_WPS_PLAY:
case ACTION_FM_PLAY:
match = mask_has_flag(mask, SEL_ACTION_PLAY);
break;
case ACTION_STD_PREVREPEAT:
case ACTION_STD_NEXTREPEAT:
case ACTION_WPS_SEEKBACK:
case ACTION_WPS_SEEKFWD:
case ACTION_WPS_STOPSEEK:
match = mask_has_flag(mask, SEL_ACTION_SEEK);
break;
case ACTION_STD_PREV:
case ACTION_STD_NEXT:
case ACTION_WPS_SKIPNEXT:
case ACTION_WPS_SKIPPREV:
case ACTION_FM_NEXT_PRESET:
case ACTION_FM_PREV_PRESET:
match = mask_has_flag(mask, SEL_ACTION_SKIP);
break;
case ACTION_WPS_VOLUP:
case ACTION_WPS_VOLDOWN:
match = mask_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) && mask_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, last_button, mask);
break;
}/*switch*/
return match;
}
/* compares mask to a flag return true if set false otherwise*/
static inline bool mask_has_flag(unsigned int mask, unsigned int flag)
{
return ((mask & flag) != 0);
}
/* returns true if the supplied context is to be filtered by selective BL/SL*/
static inline bool is_context_filtered(int context)
{
return (context == CONTEXT_FM || context == CONTEXT_WPS);
}
/* returns true if action can be passed on to selective backlight/softlock */
static inline bool is_action_normal(int action)
{
return (action != ACTION_REDRAW && (action & SYS_EVENT) == 0);
}
/*returns true if Button & released, repeated; or won't generate those events*/
static inline bool is_action_completed(int button)
{
return ((button & (BUTTON_REPEAT | BUTTON_REL)) != 0
#ifdef HAVE_SCROLLWHEEL
/* Scrollwheel doesn't generate release events */
|| (button & (BUTTON_SCROLL_BACK | BUTTON_SCROLL_FWD)) != 0
#endif
);
}
/* 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_pre_button and is_action_completed()
*returns true if event was not filtered and false if it was
*/
static bool is_action_unfiltered(int action,int button, bool is_pre_button,
bool filtered, int *tick)
{
bool ret = false;
/*directly after a match a key release event may trigger another*/
if (filtered && action != ACTION_UNKNOWN)
*tick = current_tick + LAST_FILTER_TICKS;
/* has button been rel/rep or is this the only action it could be */
if (is_action_completed(button) || !is_pre_button)
{
/* reset last action , if the action is not filtered and
this isn't just a key release event then return true */
if (!filtered && *tick < current_tick)
{
*tick = 0;
ret = true;
}
}/*is_action_completed() || !is_pre_button*/
return ret;
}
#endif /*defined(HAVE_BACKLIGHT) || !defined(HAS_BUTTON_HOLD) HELPER FUNCTIONS*/
#ifdef HAVE_BACKLIGHT
static void handle_backlight(bool backlight, bool ignore_next)
{
if (backlight)
{
backlight_on_ignore(false, 0);
backlight_on();
#ifdef HAVE_BUTTON_LIGHT
buttonlight_on_ignore(false, 0);
buttonlight_on();
}
buttonlight_on_ignore(ignore_next, 5*HZ);/* as a precautionary fallback */
#else
}
#endif
backlight_on_ignore(ignore_next, 5*HZ);/*must be set everytime we handle bl*/
}
/* Need to look up actions before we can decide to turn on backlight, if
* selective backlighting is true filter first keypress events need to be
* taken into account as well
*/
static int do_backlight(int action, int context, bool is_pre_btn)
{
static int last_filtered_tick = 0;
bool bl_is_active = is_backlight_on(false);
bool bl_activate = false;
bool filtered;
#if CONFIG_CHARGING /* disable if on external power */
if (!bl_is_active && is_context_filtered(context) &&
!(mask_has_flag(backlight_mask, SEL_ACTION_NOEXT) && power_input_present()))
#else /* skip if backlight is on or incorrect context */
if (!bl_is_active && is_context_filtered(context))
#endif
{
filtered = is_action_filtered(action, backlight_mask, context);
bl_activate = is_action_unfiltered(action, last_button, is_pre_btn,
filtered, &last_filtered_tick);
}/*is_context_filtered(context)*/
else
bl_activate = true;
if (action != ACTION_NONE && bl_activate)
{
handle_backlight(true, true);
if (mask_has_flag(backlight_mask, SEL_ACTION_FFKEYPRESS) && !bl_is_active)
{
action = ACTION_NONE;
last_button = BUTTON_NONE;
}
}
else
handle_backlight(false, true);/* set ignore next true */
return action;
}
/* Enable selected actions to leave the backlight off */
void set_selective_backlight_actions(bool selective, unsigned int mask,
bool filter_fkp)
{
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 */
backlight_mask = mask | SEL_ACTION_ENABLED;
if(filter_fkp)
backlight_mask |= SEL_ACTION_FFKEYPRESS;
}
else
{
set_backlight_filter_keypress(filter_fkp);
backlight_mask = SEL_ACTION_NONE;
}
}
#endif /* HAVE_BACKLIGHT */
#ifndef HAS_BUTTON_HOLD
bool is_keys_locked(void)
{
return (screen_has_lock && keys_locked);
}
static inline void do_key_lock(bool lock)
{
keys_locked = lock;
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 (!mask_has_flag(softlock_mask, SEL_ACTION_ENABLED) ||
mask_has_flag(softlock_mask, SEL_ACTION_NOTOUCH))
button_enable_touch(!lock);
#endif
}
/* user selected autolock based on backlight timeout; toggles autolock on / off
by ACTION_STD_KEYLOCK presses, Activates autolock if set on backlight timeout
*/
#ifdef HAVE_BACKLIGHT
static inline int do_auto_softlock(int button, int action, int *unlock_combo)
{
if(mask_has_flag(softlock_mask, SEL_ACTION_ALOCK_OK) && !is_backlight_on(false))
do_key_lock(true);
else if (action == ACTION_STD_KEYLOCK)
{
*unlock_combo = button;/* set unlock combo to allow unlock */
softlock_mask ^= SEL_ACTION_ALOCK_OK;
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 (mask_has_flag(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));
}
return action;
}
#endif
/* Allows unlock softlock when action is not yet known but unlock_combo set*/
static inline int do_softlock_unlock_combo(int button, int context)
{
return do_softlock(button, ACTION_NONE, context, false);
}
/* Handles softlock once action is known */
static int do_softlock(int button, int action, int context, bool is_pre_btn)
{
static int last_filtered_tick = 0;
static int unlock_combo = BUTTON_NONE; /*Moved from GLOBAL*/
bool filtered = true;
bool notify_user = false;
bool sl_activate = true; /* standard softlock behavior */
#ifdef HAVE_BACKLIGHT
if (!keys_locked && mask_has_flag(softlock_mask, SEL_ACTION_AUTOLOCK))
action = do_auto_softlock(button, action, &unlock_combo);
#endif
/* Lock/Unlock toggled by ACTION_STD_KEYLOCK presses*/
if ((action == ACTION_STD_KEYLOCK) || (keys_locked && unlock_combo == button))
{
unlock_combo = button;
do_key_lock(!keys_locked);
notify_user = true;
}
#if (BUTTON_REMOTE != 0)/* Allow remote actions through */
else if (mask_has_flag(button, BUTTON_REMOTE))
notify_user = false;
#endif
else if (keys_locked && action != ACTION_NONE && action != ACTION_REDRAW)
{
if (mask_has_flag(softlock_mask, SEL_ACTION_ENABLED))
{
filtered = is_action_filtered(action, softlock_mask, context);
sl_activate = is_action_unfiltered(action, button, is_pre_btn,
filtered, &last_filtered_tick);
}
/*All non-std softlock options are set to 0 if advanced sl is disabled*/
if (sl_activate)
{
if (!mask_has_flag(softlock_mask, SEL_ACTION_NONOTIFY))
{ /* always true on standard softlock behavior*/
notify_user = mask_has_flag(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 |= (mask_has_flag(button, BUTTON_POWER) && keys_locked);
#endif
if (notify_user)
{
#ifdef HAVE_BACKLIGHT
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);
#endif
if (keys_locked)
splash(HZ/2, ID2P(LANG_KEYLOCK_ON));
else
splash(HZ/2, ID2P(LANG_KEYLOCK_OFF));
last_button = BUTTON_NONE;
action = ACTION_REDRAW;
button_clear_queue();
}
return action;
}
void set_selective_softlock_actions(bool selective, unsigned int mask)
{
keys_locked = false;
if(selective)
softlock_mask = mask | SEL_ACTION_ENABLED;
else
softlock_mask = SEL_ACTION_NONE;
}
#endif /* HAS_BUTTON_HOLD */