rockbox/firmware/drivers/button.c
Björn Stenberg c4d8d970f6 The power-saving SLEEP patch by Simon Elén.
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@3259 a1c6a512-1295-4272-9138-f99709370657
2003-02-14 09:44:34 +00:00

326 lines
7.9 KiB
C

/***************************************************************************
* __________ __ ___.
* Open \______ \ ____ ____ | | _\_ |__ _______ ___
* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
* \/ \/ \/ \/ \/
* $Id$
*
* Copyright (C) 2002 by Daniel Stenberg
*
* 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.
*
****************************************************************************/
/*
* Archos Jukebox Recorder button functions
*/
#include <stdlib.h>
#include "config.h"
#include "sh7034.h"
#include "system.h"
#include "button.h"
#include "kernel.h"
#include "backlight.h"
#include "adc.h"
#include "serial.h"
#include "power.h"
struct event_queue button_queue;
long last_keypress;
/* how often we check to see if a button is pressed */
#define POLL_FREQUENCY HZ/20
/* how long until repeat kicks in */
#define REPEAT_START 6
/* the speed repeat starts at */
#define REPEAT_INTERVAL_START 4
/* speed repeat finishes at */
#define REPEAT_INTERVAL_FINISH 2
static int button_read(void);
static void button_tick(void)
{
static int tick = 0;
static int count = 0;
static int lastbtn = 0;
static int repeat_speed = REPEAT_INTERVAL_START;
static bool repeat = false;
int diff;
int btn;
/* Post events for the remote control */
btn = remote_control_rx();
if(btn)
{
queue_post(&button_queue, btn, NULL);
queue_post(&button_queue, btn | BUTTON_REL, NULL);
backlight_on();
}
/* only poll every X ticks */
if ( ++tick >= POLL_FREQUENCY )
{
bool post = false;
btn = button_read();
/* Find out if a key has been released */
diff = btn ^ lastbtn;
if(diff && (btn & diff) == 0)
{
queue_post(&button_queue, BUTTON_REL | diff, NULL);
}
if ( btn )
{
/* normal keypress */
if ( btn != lastbtn )
{
post = true;
repeat = false;
repeat_speed = REPEAT_INTERVAL_START;
}
else /* repeat? */
{
if ( repeat )
{
count--;
if (count == 0) {
post = true;
/* yes we have repeat */
repeat_speed--;
if (repeat_speed < REPEAT_INTERVAL_FINISH)
repeat_speed = REPEAT_INTERVAL_FINISH;
count = repeat_speed;
}
}
else
{
if (count++ > REPEAT_START)
{
post = true;
repeat = true;
/* initial repeat */
count = REPEAT_INTERVAL_START;
/* Reboot if the OFF button is pressed long enough
and we are connected to a charger. */
#ifdef HAVE_RECORDER_KEYPAD
if(btn == BUTTON_OFF && charger_inserted())
#elif HAVE_PLAYER_KEYPAD
if(btn == BUTTON_STOP && charger_inserted())
#endif
system_reboot();
}
}
}
if ( post )
{
if(repeat)
queue_post(&button_queue, BUTTON_REPEAT | btn, NULL);
else
queue_post(&button_queue, btn, NULL);
backlight_on();
last_keypress = current_tick;
}
}
else
{
repeat = false;
count = 0;
}
lastbtn = btn & ~(BUTTON_REL | BUTTON_REPEAT);
tick = 0;
}
backlight_tick();
}
int button_get(bool block)
{
struct event ev;
if ( block || !queue_empty(&button_queue) ) {
queue_wait(&button_queue, &ev);
return ev.id;
}
return BUTTON_NONE;
}
int button_get_w_tmo(int ticks)
{
struct event ev;
queue_wait_w_tmo(&button_queue, &ev, ticks);
return (ev.id != SYS_TIMEOUT)? ev.id: BUTTON_NONE;
}
#ifdef HAVE_RECORDER_KEYPAD
/* AJBR buttons are connected to the CPU as follows:
*
* ON and OFF are connected to separate port B input pins.
*
* F1, F2, F3, and UP are connected to the AN4 analog input, each through
* a separate voltage divider. The voltage on AN4 depends on which button
* (or none, or a combination) is pressed.
*
* DOWN, PLAY, LEFT, and RIGHT are likewise connected to AN5. */
/* Button analog voltage levels */
#ifdef HAVE_FMADC
/* FM Recorder super-special levels */
#define LEVEL1 150
#define LEVEL2 385
#define LEVEL3 545
#define LEVEL4 700
#else
/* plain bog standard Recorder levels */
#define LEVEL1 250
#define LEVEL2 500
#define LEVEL3 700
#define LEVEL4 900
#endif
/*
*Initialize buttons
*/
void button_init()
{
#ifndef SIMULATOR
/* Set PB4 and PB8 as input pins */
PBCR1 &= 0xfffc; /* PB8MD = 00 */
PBCR2 &= 0xfcff; /* PB4MD = 00 */
PBIOR &= ~(PBDR_BTN_ON|PBDR_BTN_OFF); /* Inputs */
#endif
queue_init(&button_queue);
tick_add_task(button_tick);
}
/*
* Get button pressed from hardware
*/
static int button_read(void)
{
int btn = BUTTON_NONE;
/* Check port B pins for ON and OFF */
int data;
#ifdef HAVE_FMADC
/* TODO: use proper defines here, and not the numerics in the
function argument */
if ( adc_read(3) < 512 )
btn |= BUTTON_ON;
if ( adc_read(2) > 512 )
btn |= BUTTON_OFF;
#else
data = PBDR;
if ((data & PBDR_BTN_ON) == 0)
btn |= BUTTON_ON;
else if ((data & PBDR_BTN_OFF) == 0)
btn |= BUTTON_OFF;
#endif
/* Check F1-3 and UP */
data = adc_read(ADC_BUTTON_ROW1);
if (data >= LEVEL4)
btn |= BUTTON_F3;
else if (data >= LEVEL3)
btn |= BUTTON_UP;
else if (data >= LEVEL2)
btn |= BUTTON_F2;
else if (data >= LEVEL1)
btn |= BUTTON_F1;
/* Some units have mushy keypads, so pressing UP also activates
the Left/Right buttons. Let's combat that by skipping the AN5
checks when UP is pressed. */
if(!(btn & BUTTON_UP))
{
/* Check DOWN, PLAY, LEFT, RIGHT */
data = adc_read(ADC_BUTTON_ROW2);
if (data >= LEVEL4)
btn |= BUTTON_DOWN;
else if (data >= LEVEL3) {
#ifdef HAVE_FMADC
btn |= BUTTON_RIGHT;
#else
btn |= BUTTON_PLAY;
#endif
}
else if (data >= LEVEL2)
btn |= BUTTON_LEFT;
else if (data >= LEVEL1) {
#ifdef HAVE_FMADC
btn |= BUTTON_PLAY;
#else
btn |= BUTTON_RIGHT;
#endif
}
}
return btn;
}
#elif HAVE_PLAYER_KEYPAD
/* The player has two buttons on port pins:
STOP: PA11
ON: PA5
The rest are on analog inputs:
LEFT: AN0
MENU: AN1
RIGHT: AN2
PLAY: AN3
*/
void button_init(void)
{
/* set port pins as input */
PAIOR &= ~0x820;
queue_init(&button_queue);
tick_add_task(button_tick);
last_keypress = current_tick;
}
static int button_read(void)
{
int porta = PADR;
int btn = BUTTON_NONE;
/* buttons are active low */
if(adc_read(0) < 0x180)
btn |= BUTTON_LEFT;
if(adc_read(1) < 0x180)
btn |= BUTTON_MENU;
if(adc_read(2) < 0x180)
btn |= BUTTON_RIGHT;
if(adc_read(3) < 0x180)
btn |= BUTTON_PLAY | BUTTON_UP;
if ( !(porta & 0x20) )
btn |= BUTTON_ON;
if ( !(porta & 0x800) )
btn |= BUTTON_STOP | BUTTON_DOWN;
return btn;
}
#endif