rockbox/apps/action.c
William Wilgus 85410589d1 Revert "keyremap allow remaps to work when player is locked"
This reverts commit ea7b80dab0.

Reason for revert: Adding Context flags to the keyremap plugin

Change-Id: I056ca2c0ee27e6cc7946166cf52461efda0ee1fb
2022-12-31 11:01:46 -05:00

1415 lines
42 KiB
C

/***************************************************************************
* __________ __ ___.
* Open \______ \ ____ ____ | | _\_ |__ _______ ___
* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
* \/ \/ \/ \/ \/
* $Id$
*
* Copyright (C) 2006 Jonathan Gordon
* Copyright (C) 2017 William Wilgus
*
* 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"
#if !defined(BOOTLOADER)
#include "language.h"
#endif
#include "appevents.h"
#include "button.h"
#include "action.h"
#include "kernel.h"
#include "core_alloc.h"
#include "splash.h"
#include "settings.h"
#include "misc.h"
#ifdef HAVE_TOUCHSCREEN
#include "statusbar-skinned.h"
#include "viewport.h"
#endif
#ifdef HAVE_BACKLIGHT
#include "backlight.h"
#if CONFIG_CHARGING
#include "power.h"
#endif
#endif /* HAVE_BACKLIGHT */
/*#define LOGF_ENABLE*/
#include "logf.h"
#define REPEAT_WINDOW_TICKS HZ/4
#define ACTION_FILTER_TICKS HZ/2 /* timeout between filtered actions SL/BL */
/* holds the action state between calls to get_action \ get_action_custom) */
static action_last_t action_last =
{
.action = ACTION_NONE,
.button = BUTTON_NONE | BUTTON_REL, /* allow the ipod wheel to
work on startup */
.context = CONTEXT_STD,
.data = 0,
.repeated = false,
.tick = 0,
.wait_for_release = false,
#ifndef DISABLE_ACTION_REMAP
.key_remap = 0,
#endif
#ifdef HAVE_TOUCHSCREEN
.ts_data = 0,
.ts_short_press = false,
#endif
#ifdef HAVE_BACKLIGHT
.backlight_mask = SEL_ACTION_NONE,
.bl_filter_tick = 0,
#endif
#ifndef HAS_BUTTON_HOLD
.keys_locked = false,
.screen_has_lock = false,
.sl_filter_tick = 0,
.softlock_mask = SEL_ACTION_NONE,
.unlock_combo = BUTTON_NONE,
#endif
}; /* action_last_t action_last */
/******************************************************************************
** INTERNAL ACTION FUNCTIONS **************************************************
*******************************************************************************
*/
/******************************************
* has_flag compares value to a (SINGLE) flag
* returns true if set, false otherwise
*/
static inline bool has_flag(unsigned int value, unsigned int flag)
{
return ((value & flag) == flag);
}
#if defined(HAVE_BACKLIGHT) || !defined(HAS_BUTTON_HOLD)
/* HELPER FUNCTIONS selective softlock and backlight */
/****************************************************************
* is_action_filtered, selective softlock and backlight use this
* to lookup which actions are filtered, matches are only true if
* action is found and supplied SEL_ACTION mask has the flag.
* returns false if the action isn't found or isn't enabled,
* true if the action is found and is enabled
*/
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 */
case ACTION_UNKNOWN:
match = has_flag(mask, SEL_ACTION_NOUNMAPPED);
break;
case ACTION_WPS_PLAY:
case ACTION_FM_PLAY:
match = has_flag(mask, SEL_ACTION_PLAY);
break;
/* case ACTION_STD_PREVREPEAT:*/ /* seek not exempted outside of WPS */
/* case ACTION_STD_NEXTREPEAT: */
case ACTION_WPS_SEEKBACK:
case ACTION_WPS_SEEKFWD:
case ACTION_WPS_STOPSEEK:
match = has_flag(mask, SEL_ACTION_SEEK);
break;
/* case ACTION_STD_PREV: */ /* skip/scrollwheel not */
/* case ACTION_STD_NEXT: */ /* exempted outside of WPS */
case ACTION_WPS_SKIPNEXT:
case ACTION_WPS_SKIPPREV:
case ACTION_FM_NEXT_PRESET:
case ACTION_FM_PREV_PRESET:
match = has_flag(mask, SEL_ACTION_SKIP);
break;
#ifdef HAVE_VOLUME_IN_LIST
case ACTION_LIST_VOLUP: /* volume exempted outside of WPS */
case ACTION_LIST_VOLDOWN: /* ( if the device supports it )*/
#endif
case ACTION_WPS_VOLUP:
case ACTION_WPS_VOLDOWN:
match = 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) && 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, action_last.button, mask);
break;
}/*switch*/
return match;
}
/*******************************************************************************
* is_action_discarded:
* 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_prebutton or if action is completed
* returns true if event was discarded and false if it was kept
*/
static bool is_action_discarded(action_cur_t *cur, bool filtered, long *tick)
{
bool ret = true;
bool completed = (cur->button & (BUTTON_REPEAT | BUTTON_REL)) != 0;
#ifdef HAVE_SCROLLWHEEL
/* Scrollwheel doesn't generate release events */
completed |= (cur->button & (BUTTON_SCROLL_BACK | BUTTON_SCROLL_FWD)) != 0;
#endif
/*directly after a match a key release event may trigger another*/
if (filtered && cur->action != ACTION_UNKNOWN)
{
*tick = current_tick + ACTION_FILTER_TICKS;
}
/* has button been released/repeat or is this the only action it could be */
if (completed || !cur->is_prebutton)
{
/* if the action is not filtered and this isn't just a
* key release event then return false
* keeping action, and reset tick
*/
if (!filtered && *tick < current_tick)
{
*tick = 0;
ret = false;
}
}
return ret;
}
/*******************************************************
* action_handle_backlight is used to both delay
* and activate the backlight if HAVE_BACKLIGHT
* and SEL_ACTION_ENABLED; backlight state is
* set true/false and ignore_next sets the backlight
* driver to ignore backlight_on commands from
* other modules for a finite duration;
* Ignore is set each time the action system
* handles the backlight as a precaution since, if
* the action system was not triggered the device would
* appear unresponsive to the user.
* If a backlight_on event hasn't been handled in the
* ignore duration it will timeout and the next call
* to backlight_on will trigger as normal
*/
static void action_handle_backlight(bool backlight, bool ignore_next)
{
#if !defined(HAVE_BACKLIGHT)
(void) backlight;
(void) ignore_next;
return;
#else /* HAVE_BACKLIGHT */
if (backlight)
{
backlight_on_ignore(false, 0);
backlight_on();
}
backlight_on_ignore(ignore_next, 5*HZ);/*must be set everytime we handle bl*/
#ifdef HAVE_BUTTON_LIGHT
if (backlight)
{
buttonlight_on_ignore(false, 0);
buttonlight_on();
}
buttonlight_on_ignore(ignore_next, 5*HZ);/* as a precautionary fallback */
#endif /* HAVE_BUTTON_LIGHT */
#endif/* HAVE_BACKLIGHT */
}
#endif /*defined(HAVE_BACKLIGHT) || !defined(HAS_BUTTON_HOLD) HELPER FUNCTIONS*/
/******************************************************************
* action_poll_button filters button presses for get_action_worker;
* if button_get_w_tmo returns...
* BUTTON_NONE, SYS_EVENTS, MULTIMEDIA BUTTONS, ACTION_REDRAW
* they are allowed to pass immediately through to handler.
* if waiting for button release ACTION_NONE is returned until
* button is released/repeated.
*/
static inline bool action_poll_button(action_last_t *last, action_cur_t *cur)
{
bool ret = true;
int *button = &cur->button;
*button = button_get_w_tmo(cur->timeout);
/* **************************************************************************
* 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_NONE || (*button & (BUTTON_REPEAT|BUTTON_REL)) == 0)
{
last->wait_for_release = false;
}
/* ********************************************************
* Can return button immediately, sys_event & multimedia
* button presses don't use the action system, Data from
* sys events can be pulled with button_get_data.
* BUTTON_REDRAW should result in a screen refresh
*/
if (*button == BUTTON_NONE || (*button & (SYS_EVENT|BUTTON_MULTIMEDIA)) != 0)
{
return true;
}
else if (*button == BUTTON_REDRAW)
{ /* screen refresh */
*button = ACTION_REDRAW;
return true;
}
/* *************************************************
* If waiting for release, Don't send any buttons
* through until we see the release event
*/
if (last->wait_for_release)
{
if (has_flag(*button, BUTTON_REL))
{ /* remember the button for button eating on context change */
last->wait_for_release = false;
last->button = *button;
}
*button = ACTION_NONE;
}
#ifdef HAVE_SCROLLWHEEL
/* *********************************************
* Scrollwheel doesn't generate release events
* further processing needed
*/
else if ((last->button & (BUTTON_SCROLL_BACK | BUTTON_SCROLL_FWD)) != 0)
{
ret = false;
}
#endif
/* *************************************************************
* On Context Changed eat all buttons until the previous button
* was |BUTTON_REL (also eat the |BUTTON_REL button)
*/
else if ((cur->context != last->context) && ((last->button & BUTTON_REL) == 0))
{
if (has_flag(*button, BUTTON_REL))
{
last->button = *button;
last->action = ACTION_NONE;
}
*button = ACTION_NONE; /* "safest" return value */
}
/* ****************************
* regular button press,
* further processing needed
*/
else
{
ret = false;
}
/* current context might contain ALLOW_SOFTLOCK save prior to stripping it */
if (!ret)
{
last->context = cur->context;
}
return ret;
}
/*********************************************
* update_screen_has_lock sets screen_has_lock
* if passed context contains ALLOW_SOFTLOCK
* and removes ALLOW_SOFTLOCK from the passed
* context flag
*/
static inline void update_screen_has_lock(action_last_t *last, action_cur_t *cur)
{
#if defined(HAS_BUTTON_HOLD)
(void) last;
(void) cur;
return;
#else
last->screen_has_lock = has_flag(cur->context, ALLOW_SOFTLOCK);
cur->context &= ~ALLOW_SOFTLOCK;
#endif
}
/***********************************************
* get_action_touchscreen allows touchscreen
* presses to have short_press and repeat events
*/
static inline bool get_action_touchscreen(action_last_t *last, action_cur_t *cur)
{
#if !defined(HAVE_TOUCHSCREEN)
(void) last;
(void) cur;
return false;
#else
if (has_flag(cur->button, BUTTON_TOUCHSCREEN))
{
last->repeated = false;
last->ts_short_press = false;
if (has_flag(last->button, BUTTON_TOUCHSCREEN))
{
if (has_flag(cur->button, BUTTON_REL) &&
!has_flag(last->button, BUTTON_REPEAT))
{
last->ts_short_press = true;
}
else if (has_flag(cur->button, BUTTON_REPEAT))
{
last->repeated = true;
}
}
last->button = cur->button;
last->tick = current_tick;
cur->action = ACTION_TOUCHSCREEN;
return true;
}
return false;
#endif
}
/******************************************************************************
* button_flip_horizontally, passed button is horizontally inverted to support
* RTL language if the given language and context combination require it
* Affected contexts: CONTEXT_STD, CONTEXT_TREE, CONTEXT_LIST, CONTEXT_MAINMENU
* Affected buttons with rtl language:
* BUTTON_LEFT, BUTTON_RIGHT,
* Affected buttons with rtl language and !simulator:
* BUTTON_SCROLL_BACK, BUTTON_SCROLL_FWD, BUTTON_MINUS, BUTTON_PLUS
*/
static inline void button_flip_horizontally(int context, int *button)
{
#if defined(BOOTLOADER)
(void) context;
(void) *button;
return;
#else
int newbutton = *button;
if (!(lang_is_rtl() && ((context == CONTEXT_STD) ||
(context == CONTEXT_TREE) || (context == CONTEXT_LIST) ||
(context == CONTEXT_MAINMENU))))
{
return;
}
#if defined(BUTTON_LEFT) && defined(BUTTON_RIGHT)
newbutton &= ~(BUTTON_LEFT | BUTTON_RIGHT);
if (has_flag(*button, BUTTON_LEFT))
{
newbutton |= BUTTON_RIGHT;
}
if (has_flag(*button, BUTTON_RIGHT))
{
newbutton |= BUTTON_LEFT;
}
#else
#warning "BUTTON_LEFT / BUTTON_RIGHT not defined!"
#endif
#ifndef SIMULATOR
#ifdef HAVE_SCROLLWHEEL
newbutton &= ~(BUTTON_SCROLL_BACK | BUTTON_SCROLL_FWD);
if (has_flag(*button, BUTTON_SCROLL_BACK))
{
newbutton |= BUTTON_SCROLL_FWD;
}
if (has_flag(*button, BUTTON_SCROLL_FWD))
{
newbutton |= BUTTON_SCROLL_BACK;
}
#endif
#if defined(BUTTON_MINUS) && defined(BUTTON_PLUS)
newbutton &= ~(BUTTON_MINUS | BUTTON_PLUS);
if (has_flag(*button, BUTTON_MINUS))
{
newbutton |= BUTTON_PLUS;
}
if (has_flag(*button, BUTTON_PLUS))
{
newbutton |= BUTTON_MINUS;
}
#endif
#endif /* !SIMULATOR */
*button = newbutton;
#endif /* !BOOTLOADER */
} /* button_flip_horizontally */
/**********************************************************************
* action_code_worker is the worker function for action_code_lookup.
* returns ACTION_UNKNOWN or the requested return value from the list.
* BE AWARE IF YOUR DESIRED ACTION IS IN A LOWER 'CHAINED' CONTEXT::
* *** is_prebutton can miss pre_buttons
* ** An action without pre_button_code (pre_button_code = BUTTON_NONE)
* * will be returned from the higher context
*/
static inline int action_code_worker(action_last_t *last,
action_cur_t *cur,
int *end )
{
int ret = ACTION_UNKNOWN;
int i = *end;
unsigned int found = 0;
while (cur->items[i].button_code != BUTTON_NONE)
{
if (cur->items[i].button_code == cur->button)
{
/********************************************************
* { Action Code, Button code, Prereq button code }
* CAVEAT: This will allways return the action without
* pre_button_code (pre_button_code = BUTTON_NONE)
* if it is found before 'falling through'
* to a lower 'chained' context.
*
* Example: button = UP|REL, last_button = UP;
* while looking in CONTEXT_WPS there is an action defined
* {ACTION_FOO, BUTTON_UP|BUTTON_REL, BUTTON_NONE}
* then ACTION_FOO in CONTEXT_WPS will be returned
* EVEN THOUGH you are expecting a fully matched
* ACTION_BAR from CONTEXT_STD
* {ACTION_BAR, BUTTON_UP|BUTTON_REL, BUTTON_UP}
*/
if (cur->items[i].pre_button_code == last->button)
{ /* Always allow an exact match */
found++;
*end = i;
}
else if (!found && cur->items[i].pre_button_code == BUTTON_NONE)
{ /* Only allow Loose match if exact match wasn't found */
found++;
*end = i;
}
}
else if (has_flag(cur->items[i].pre_button_code, cur->button))
{ /* This could be another action depending on next button press */
cur->is_prebutton = true;
if (found > 1) /* There is already an exact match */
{
break;
}
}
i++;
}
if (!found)
{
*end = i;
}
else
{
ret = cur->items[*end].action_code;
}
return ret;
}
/***************************************************************************
* get_next_context returns the next CONTEXT to be searched for action_code
* by action_code_lookup(); if needed it first continues incrementing till
* the end of current context map is reached; If there is another
* 'chained' context below the current context this new context is returned
* if there is not a 'chained' context to return, CONTEXT_STD is returned;
*/
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;
}
/************************************************************************
* action_code_lookup passes current button, last button and is_prebutton
* to action_code_worker() which uses the current button map to
* lookup action_code.
* BE AWARE IF YOUR DESIRED ACTION IS IN A LOWER 'CHAINED' CONTEXT::
* *** is_prebutton can miss pre_buttons
* ** An action without pre_button_code (pre_button_code = BUTTON_NONE)
* * will be returned from the higher context see action_code_worker()
* for a more in-depth explanation
* places action into current_action
*/
static inline void action_code_lookup(action_last_t *last, action_cur_t *cur)
{
int action, i;
int context = cur->context;
cur->is_prebutton = false;
#ifdef HAVE_LOCKED_ACTIONS
/* This only applies to the first context, to allow locked contexts to
* specify a fall through to their non-locked version */
if (is_keys_locked())
context |= CONTEXT_LOCKED;
#endif
#ifndef DISABLE_ACTION_REMAP
/* attempt to look up the button in user supplied remap */
if(last->key_remap && (context & CONTEXT_PLUGIN) == 0)
{
#if 0 /*Disable the REMOTE context for remap for now (BUTTON_REMOTE != 0)*/
if ((cur->button & BUTTON_REMOTE) != 0)
{
context |= CONTEXT_REMOTE;
}
#endif
cur->items = core_get_data(last->key_remap);
i = 0;
action = ACTION_UNKNOWN;
/* check the lut at the beginning for the desired context */
while (cur->items[i].button_code != BUTTON_NONE)
{
if (cur->items[i].action_code == CORE_CONTEXT_REMAP(context))
{
i = cur->items[i].button_code;
action = action_code_worker(last, cur, &i);
if (action != ACTION_UNKNOWN)
{
cur->action = action;
return;
}
}
i++;
}
}
#endif
i = 0;
action = ACTION_NONE;
/* attempt to look up the button in the in-built keymaps */
for(;;)
{
/* logf("context = %x",context); */
#if (BUTTON_REMOTE != 0)
if ((cur->button & BUTTON_REMOTE) != 0)
{
context |= CONTEXT_REMOTE;
}
#endif
if ((context & CONTEXT_PLUGIN) && cur->get_context_map)
{
cur->items = cur->get_context_map(context);
}
else
{
cur->items = get_context_mapping(context);
}
if (cur->items != NULL)
{
action = action_code_worker(last, cur, &i);
if (action == ACTION_UNKNOWN)
{
context = get_next_context(cur->items, i);
if (context != (int)CONTEXT_STOPSEARCHING)
{
i = 0;
continue;
}
}
}
/* No more items, action was found, or STOPSEARCHING was specified */
break;
}
cur->action = action;
}
#ifndef HAS_BUTTON_HOLD
/*************************************
* do_key_lock (dis)/enables softlock
* based on lock flag, last button and
* buttons still in queue are purged
* if HAVE_TOUCHSCREEN then depending
* on user selection it will be locked
* or unlocked as well
*/
static inline void do_key_lock(bool lock)
{
action_last.keys_locked = lock;
action_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 (!has_flag(action_last.softlock_mask, SEL_ACTION_ENABLED) ||
has_flag(action_last.softlock_mask, SEL_ACTION_NOTOUCH))
{
button_enable_touch(!lock);
}
#endif
}
/**********************************************
* do_auto_softlock when user selects autolock
* unlock_combo stored for later unlock
* activates autolock on backlight timeout
* toggles autolock on / off by
* ACTION_STD_KEYLOCK presses;
*/
static inline int do_auto_softlock(action_last_t *last, action_cur_t *cur)
{
#if !defined(HAVE_BACKLIGHT)
(void) last;
return cur->action;
#else
int action = cur->action;
bool is_timeout = false;
int timeout;
if (has_flag(last->softlock_mask, SEL_ACTION_ALOCK_OK))
{
timeout = backlight_get_current_timeout();
is_timeout = (timeout > 0 && (current_tick > action_last.tick + timeout));
}
if (is_timeout)
{
do_key_lock(true);
#if defined(HAVE_TOUCHPAD) || defined(HAVE_TOUCHSCREEN)
/* if the touchpad is supposed to be off and the current buttonpress
* is from the touchpad, nullify both button and action. */
if (!has_flag(action_last.softlock_mask, SEL_ACTION_ENABLED) ||
has_flag(action_last.softlock_mask, SEL_ACTION_NOTOUCH))
{
#if defined(HAVE_TOUCHPAD)
cur->button = touchpad_filter(cur->button);
#endif
#if defined(HAVE_TOUCHSCREEN)
const int touch_fakebuttons =
BUTTON_TOPLEFT | BUTTON_TOPMIDDLE | BUTTON_TOPRIGHT |
BUTTON_LEFT | BUTTON_CENTER | BUTTON_RIGHT |
BUTTON_BOTTOMLEFT | BUTTON_BOTTOMMIDDLE | BUTTON_BOTTOMRIGHT;
if (has_flag(cur->button, BUTTON_TOUCHSCREEN))
cur->button = BUTTON_NONE;
else
cur->button &= ~touch_fakebuttons;
#endif
if (cur->button == BUTTON_NONE)
{
action = ACTION_NONE;
}
}
#endif
}
else if (action == ACTION_STD_KEYLOCK)
{
if (!has_flag(last->softlock_mask, SEL_ACTION_ALWAYSAUTOLOCK)) // normal operation, clear/arm autolock
{
last->unlock_combo = cur->button;/* set unlock combo to allow unlock */
last->softlock_mask ^= SEL_ACTION_ALOCK_OK;
action_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 (has_flag(last->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));
}
} else if (!has_flag(last->softlock_mask, SEL_ACTION_ALOCK_OK)) // always autolock, but not currently armed
{
last->unlock_combo = cur->button;/* set unlock combo to allow unlock */
last->softlock_mask ^= SEL_ACTION_ALOCK_OK;
}
}
return action;
#endif /* HAVE_BACKLIGHT */
}
#endif /* HAS_BUTTON_HOLD */
/*****************************************************
* do_softlock Handles softlock once action is known
* selective softlock allows user selected actions to
* bypass a currently locked state, special lock state
* autolock is handled here as well if HAVE_BACKLIGHT
*/
static inline void do_softlock(action_last_t *last, action_cur_t *cur)
{
#if defined(HAS_BUTTON_HOLD)
(void) last;
(void) cur;
return;
#else
int action = cur->action;
/* check to make sure we don't get stuck without a way to unlock - if locked,
* we can still use unlock_combo to unlock */
if (!last->screen_has_lock && !last->keys_locked)
{
/* no need to check softlock return immediately */
return;
}
bool filtered = true;
bool notify_user = false;
bool sl_activate = true; /* standard softlock behavior */
if ((!last->keys_locked) && has_flag(last->softlock_mask, SEL_ACTION_AUTOLOCK))
{
action = do_auto_softlock(last, cur);
}
/* Lock/Unlock toggled by ACTION_STD_KEYLOCK presses*/
if ((action == ACTION_STD_KEYLOCK)
|| (last->keys_locked && last->unlock_combo == cur->button))
{
#ifdef HAVE_BACKLIGHT
// if backlight is off and keys are unlocked, do nothing and exit.
// The backlight should come on without locking keypad.
if ((!last->keys_locked) && (!is_backlight_on(false)))
{
return;
}
#endif
last->unlock_combo = cur->button;
do_key_lock(!last->keys_locked);
notify_user = true;
}
#if (BUTTON_REMOTE != 0)/* Allow remote actions through */
else if (has_flag(cur->button, BUTTON_REMOTE))
{
return;
}
#endif
else if (last->keys_locked && action != ACTION_REDRAW)
{
if (has_flag(last->softlock_mask, SEL_ACTION_ENABLED))
{
filtered = is_action_filtered(action, last->softlock_mask, cur->context);
sl_activate = !is_action_discarded(cur, filtered, &last->sl_filter_tick);
}
if (sl_activate)
{ /*All non-std softlock options are set to 0 if advanced sl is disabled*/
if (!has_flag(last->softlock_mask, SEL_ACTION_NONOTIFY))
{ /* always true on standard softlock behavior*/
notify_user = has_flag(cur->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 |= (has_flag(cur->button, BUTTON_POWER|BUTTON_REL)
&& last->keys_locked);
#endif
if (notify_user)
{
action_handle_backlight(true, false);
#ifdef HAVE_BACKLIGHT
/* 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 (!has_flag(last->softlock_mask, SEL_ACTION_ALLNONOTIFY))
{
if (last->keys_locked)
{
splash(HZ/2, ID2P(LANG_KEYLOCK_ON));
}
else
{
splash(HZ/2, ID2P(LANG_KEYLOCK_OFF));
}
}
action = ACTION_REDRAW;
last->button = BUTTON_NONE;
button_clear_queue();
}
cur->action = action;
#endif/*!HAS_BUTTON_HOLD*/
}
/**********************************************************************
* update_action_last copies the current action values into action_last
* saving the current state & allowing get_action_worker() to return
* while waiting for the next button press; Since some actions take
* multiple buttons, this allows those actions to be looked up and
* returned in a non-blocking way;
* Returns action, checks\sets repeated, plays keyclick (if applicable)
*/
static inline int update_action_last(action_last_t *last, action_cur_t *cur)
{
int action = cur->action;
logf ("action system: context: %d last context: %d, action: %d, \
last action: %d, button %d, last btn: %d, last repeated: %d, \
last_data: %d", cur->context, last->context, cur->action,
last->action, cur->button, last->button, last->repeated, last->data);
if (action == last->action)
{
last->repeated = (current_tick < last->tick + REPEAT_WINDOW_TICKS);
}
else
{
last->repeated = false;
}
last->action = action;
last->button = cur->button;
last->data = button_get_data();
last->tick = current_tick;
/* Produce keyclick */
keyclick_click(false, action);
return action;
}
/********************************************************
* init_act_cur initializes passed struct action_cur_t
* with context, timeout,and get_context_map.
* other values set to default
* if get_context_map is NULL standard
* context mapping will be used
*/
static void init_act_cur(action_cur_t *cur,
int context, int timeout,
const struct button_mapping* (*get_context_map)(int))
{
cur->action = ACTION_UNKNOWN;
cur->button = BUTTON_NONE;
cur->context = context;
cur->is_prebutton = false;
cur->items = NULL;
cur->timeout = timeout;
cur->get_context_map = get_context_map;
}
/*******************************************************
* do_backlight allows exemptions to the backlight on
* user selected actions; Actions need to be looked up
* before the decision to turn on backlight is made,
* if selective backlighting is enabled then
* filter first keypress events may need
* to be taken into account as well
* IF SEL_ACTION_ENABLED then:
* Returns action or is FFKeypress is enabled,
* ACTION_NONE on first keypress
* delays backlight_on until action is known
* handles backlight_on if needed
*/
static inline int do_backlight(action_last_t *last, action_cur_t *cur, int action)
{
#if !defined(HAVE_BACKLIGHT)
(void) last;
(void) cur;
return action;
#else
if (!has_flag(last->backlight_mask, SEL_ACTION_ENABLED)
|| (action & (SYS_EVENT|BUTTON_MULTIMEDIA)) != 0
|| action == ACTION_REDRAW)
{
return action;
}
bool filtered;
bool bl_activate = false;
bool bl_is_off = !is_backlight_on(false);
#if CONFIG_CHARGING /* disable if on external power */
bl_is_off &= !(has_flag(last->backlight_mask, SEL_ACTION_NOEXT)
&& power_input_present());
#endif
/* skip if backlight on | incorrect context | SEL_ACTION_NOEXT + ext pwr */
if (bl_is_off && (cur->context == CONTEXT_FM || cur->context == CONTEXT_WPS ||
cur->context == CONTEXT_MAINMENU))
{
filtered = is_action_filtered(action, last->backlight_mask, cur->context);
bl_activate = !is_action_discarded(cur, filtered, &last->bl_filter_tick);
}
else /* standard backlight behaviour */
{
bl_activate = true;
}
if (action != ACTION_NONE && bl_activate)
{
action_handle_backlight(true, true);
/* Handle first keypress enables backlight only */
if (has_flag(last->backlight_mask, SEL_ACTION_FFKEYPRESS) && bl_is_off)
{
action = ACTION_NONE;
last->button = BUTTON_NONE;
}
}
else
{
action_handle_backlight(false, true);/* set ignore next true */
}
return action;
#endif /* !HAVE_BACKLIGHT */
}
/********************************************************************
* get_action_worker() searches the button list of the passed 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. ACTION_NONE int the button
* list will get CONTEXT_STD which is always the last list checked.
*
* BE AWARE IF YOUR DESIRED ACTION IS IN A LOWER 'CHAINED' CONTEXT::
* *** is_prebutton can miss pre_buttons
* ** An action without pre_button_code (pre_button_code = BUTTON_NONE)
* * will be returned from the higher context see action_code_worker()
* for a more in-depth explanation
*
* 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(action_last_t *last, action_cur_t *cur)
{
send_event(GUI_EVENT_ACTIONUPDATE, NULL);
/*if button = none/special; returns immediately*/
if (action_poll_button(last, cur))
{
return cur->button;
}
update_screen_has_lock(last, cur);
if (get_action_touchscreen(last, cur))
{
do_softlock(last, cur);
return cur->action;
}
button_flip_horizontally(cur->context, &cur->button);
action_code_lookup(last, cur);
do_softlock(last, cur);
return update_action_last(last, cur);
}
/*
*******************************************************************************
* END INTERNAL ACTION FUNCTIONS ***********************************************
*******************************************************************************/
/******************************************************************************
* EXPORTED ACTION FUNCTIONS ***************************************************
*******************************************************************************
*/
#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)
{
int data;
int ret = BUTTON_TOUCHSCREEN;
if (!has_flag(action_last.button, BUTTON_TOUCHSCREEN))
{
return BUTTON_NONE;
}
data = button_get_data();
if (has_flag(action_last.button, BUTTON_REL))
{
*x = (action_last.ts_data&0xffff0000)>>16;
*y = (action_last.ts_data&0xffff);
}
else
{
*x = (data&0xffff0000)>>16;
*y = (data&0xffff);
}
action_last.ts_data = data;
if (action_last.repeated)
{
ret = BUTTON_REPEAT;
}
else if (action_last.ts_short_press)
{
ret = BUTTON_REL;
}
/* This is to return a BUTTON_REL after a BUTTON_REPEAT. */
else if (has_flag(action_last.button, BUTTON_REL))
{
ret = BUTTON_REPEAT|BUTTON_REL;
}
return ret;
}
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 (has_flag(ret, BUTTON_TOUCHSCREEN))
{
return ACTION_UNKNOWN;
}
return BUTTON_NONE;
}
#endif
bool action_userabort(int timeout)
{
int action = get_custom_action(CONTEXT_STD, timeout, NULL);
bool ret = (action == ACTION_STD_CANCEL);
if (!ret)
{
default_event_handler(action);
}
return ret;
}
void action_wait_for_release(void)
{
action_last.wait_for_release = true;
}
int get_action(int context, int timeout)
{
action_cur_t current;
init_act_cur(&current, context, timeout, NULL);
int action = get_action_worker(&action_last, &current);
#ifdef HAVE_TOUCHSCREEN
if (action == ACTION_TOUCHSCREEN)
{
action = sb_touch_to_button(context);
}
#endif
action = do_backlight(&action_last, &current, action);
return action;
}
int action_set_keymap(struct button_mapping* core_keymap, int count)
{
#ifdef DISABLE_ACTION_REMAP
(void)core_keymap;
(void)count;
return -1;
#else
if (count <= 0 || core_keymap == NULL)
return action_set_keymap_handle(0, 0);
size_t keyremap_buf_size = count * sizeof(struct button_mapping);
int handle = core_alloc("keyremap", keyremap_buf_size);
if (handle < 0)
return -6;
memcpy(core_get_data(handle), core_keymap, keyremap_buf_size);
return action_set_keymap_handle(handle, count);
#endif
}
int action_set_keymap_handle(int handle, int count)
{
#ifdef DISABLE_ACTION_REMAP
(void)core_keymap;
(void)count;
return -1;
#else
/* free an existing remap */
action_last.key_remap = core_free(action_last.key_remap);
/* if clearing the remap, we're done */
if (count <= 0 || handle <= 0)
return 0;
/* validate the keymap */
struct button_mapping* core_keymap = core_get_data(handle);
struct button_mapping* entry = &core_keymap[count - 1];
if (entry->action_code != (int) CONTEXT_STOPSEARCHING ||
entry->button_code != BUTTON_NONE) /* check for sentinel at end*/
{
/* missing sentinel entry */
return -1;
}
/* check the lut at the beginning for invalid offsets */
for (int i = 0; i < count; ++i)
{
entry = &core_keymap[i];
if (entry->action_code == (int)CONTEXT_STOPSEARCHING)
break;
if ((entry->action_code & CONTEXT_REMAPPED) == CONTEXT_REMAPPED)
{
int firstbtn = entry->button_code;
int endpos = firstbtn + entry->pre_button_code;
if (firstbtn > count || firstbtn < i || endpos > count)
{
/* offset out of bounds */
return -2;
}
if (core_keymap[endpos].button_code != BUTTON_NONE)
{
/* stop sentinel is not at end of action lut */
return -3;
}
}
else
{
/* something other than a context remap in the lut */
return -4;
}
if (i+1 >= count)
{
/* no sentinel in the lut */
return -5;
}
}
/* success */
action_last.key_remap = handle;
return count;
#endif
}
int get_custom_action(int context,int timeout,
const struct button_mapping* (*get_context_map)(int))
{
action_cur_t current;
init_act_cur(&current, context, timeout, get_context_map);
return get_action_worker(&action_last, &current);
}
intptr_t get_action_data(void)
{
return action_last.data;
}
int get_action_statuscode(int *button)
{
int ret = 0;
if (button)
{
*button = action_last.button;
}
if (has_flag(action_last.button, BUTTON_REMOTE))
{
ret |= ACTION_REMOTE;
}
if (action_last.repeated)
{
ret |= ACTION_REPEAT;
}
return ret;
}
#ifdef HAVE_BACKLIGHT
/* Enable selected actions to leave the backlight off */
void set_selective_backlight_actions(bool selective, unsigned int mask,
bool filter_fkp)
{
action_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 */
action_last.backlight_mask = mask | SEL_ACTION_ENABLED;
if (filter_fkp)
{
action_last.backlight_mask |= SEL_ACTION_FFKEYPRESS;
}
}
else
{
set_backlight_filter_keypress(filter_fkp);
action_last.backlight_mask = SEL_ACTION_NONE;
}
}
#endif /* HAVE_BACKLIGHT */
#ifndef HAS_BUTTON_HOLD
bool is_keys_locked(void)
{
return (action_last.keys_locked);
}
/* Enable selected actions to bypass a locked state */
void set_selective_softlock_actions(bool selective, unsigned int mask)
{
action_last.keys_locked = false;
if (selective)
{
action_last.softlock_mask = mask | SEL_ACTION_ENABLED;
}
else
{
action_last.softlock_mask = SEL_ACTION_NONE;
}
}
/* look for an action in the given context, return button which triggers it.
* (note: pre_button isn't taken into account here) */
static int find_button_for_action(int context, int action)
{
const struct button_mapping *items;
int i;
do
{
items = get_context_mapping(context);
if (items == NULL)
break;
for (i = 0; items[i].button_code != BUTTON_NONE; ++i)
{
if (items[i].action_code == action)
return items[i].button_code;
}
/* get chained context, if none it will be CONTEXT_STOPSEARCHING */
context = items[i].action_code;
} while (context != (int)CONTEXT_STOPSEARCHING);
return BUTTON_NONE;
}
void action_autosoftlock_init(void)
{
/* search in WPS and STD contexts for the keylock button combo */
static const int contexts[2] = { CONTEXT_WPS, CONTEXT_STD };
for (int i = 0; i < 2; ++i)
{
int button = find_button_for_action(contexts[i], ACTION_STD_KEYLOCK);
if (button != BUTTON_NONE)
{
action_last.unlock_combo = button;
break;
}
}
/* if we have autolock and alwaysautolock, go ahead and arm it */
if (has_flag(action_last.softlock_mask, SEL_ACTION_AUTOLOCK) &&
has_flag(action_last.softlock_mask, SEL_ACTION_ALWAYSAUTOLOCK) &&
(action_last.unlock_combo != BUTTON_NONE))
{
action_last.softlock_mask = action_last.softlock_mask | SEL_ACTION_ALOCK_OK;
}
return;
}
#endif /* !HAS_BUTTON_HOLD */
/*
*******************************************************************************
* END EXPORTED ACTION FUNCTIONS ***********************************************
*******************************************************************************/