2287dd9daa
Remove lcd_set_viewport() too, and replace the calls with the appropriate multi-screen api calls as calling lcd_* functions should be avoided in favor of the api. Bump API version and sort a bit. git-svn-id: svn://svn.rockbox.org/rockbox/trunk@22140 a1c6a512-1295-4272-9138-f99709370657
249 lines
8.8 KiB
C
249 lines
8.8 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) 2008 by Maurus Cuelenaere
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* Copyright (C) 2009 by Karl Kurbjun
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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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 "plugin.h"
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#ifdef HAVE_TOUCHSCREEN
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#include "pluginlib_touchscreen.h"
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/*******************************************************************************
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* Touchbutton functions: These functions allow the plugin to specify a button
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* location that, in turn gets mapped to a button press return value.
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******************************************************************************/
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/* touchbutton_get:
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* This function checks the touchbutton structure passed to it for hits. When
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* one is found it returns action.
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* inputs:
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* struct touchbutton *data: This is intended to be an array of
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* touchbuttons of size num_buttons. Each element in the array defines
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* one button.
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* int button: This is the button return value from a button_get() call.
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* It is used to determine REPEAT/RELEASE events.
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* int num_buttons: This tells touchbutton_get how many elements are in
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* data.
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* return:
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* If a touch occured over one of the defined buttons, return action, else
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* return 0.
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*/
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int touchbutton_get(struct touchbutton *data, int button, int num_buttons) {
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short x,y;
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/* Get the x/y location of the button press, this is set by button_get when
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* a button is pulled from the queue.
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*/
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x = rb->button_get_data() >> 16;
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y = (short) rb->button_get_data();
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struct viewport *v;
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int i;
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/* Loop over the data array to check if any of the buttons were pressed */
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for (i=0; i<num_buttons; i++) {
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v=&data[i].vp;
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/* See if the point is inside the button viewport */
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if( x >= v->x && x < (v->x + v->width) &&
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y >= v->y && y < (v->y + v->height) ) {
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if( ((button & BUTTON_REPEAT) && data[i].repeat) ||
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((button & BUTTON_REL) && !data[i].repeat) ) {
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return data[i].action;
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}
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}
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}
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return 0;
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}
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/* touchbutton_draw:
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* This function draws the button with the associated text as long as the
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* invisible flag is not set. Support for pixmaps needs to be added.
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* inputs:
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* struct touchbutton *data: This is intended to be an array of
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* touchbuttons of size num_buttons. Each element in the array defines
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* one button.
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* int num_buttons: This tells touchbutton_get how many elements are in
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* data.
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* return:
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* If a touch occured over one of the defined buttons, return action, else
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* return 0.
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*/
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void touchbutton_draw(struct touchbutton *data, int num_buttons) {
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int i;
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/* These store the width and height of the title offset */
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int title_width, title_height;
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/* Loop over all the elements in data */
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for(i=0; i<num_buttons; i++) {
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/* Is this a visible button? */
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if(!data[i].invisible) {
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/* Set the current viewport to the button so that all drawing
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* operations are within the button location.
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*/
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rb->screens[SCREEN_MAIN]->set_viewport(&data[i].vp);
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/* Get the string size so that the title can be centered. */
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rb->lcd_getstringsize(data[i].title, &title_width, &title_height);
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/* Center the title vertically */
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title_height=(data[i].vp.height-title_height)/2;
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/* If the above calculation was negative, reset to 0 */
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if(title_height<0) {
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title_height=0;
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}
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/* Center the title horizontally */
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title_width=(data[i].vp.width-title_width)/2;
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/* If the above calculation was negative, reset to 0 */
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if(title_width<0) {
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title_width=0;
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}
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/* If the width offset was 0, use a scrolling puts, else center and
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* print the title.
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*/
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if(title_width==0) {
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rb->lcd_puts_scroll(0, 0, data[i].title);
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} else {
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rb->lcd_putsxy(title_width, title_height, data[i].title);
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}
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/* Draw bounding box around the button location. */
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rb->lcd_drawrect( 0, 0, data[i].vp.width, data[i].vp.height);
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}
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}
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rb->screens[SCREEN_MAIN]->set_viewport(NULL); /* Go back to the default viewport */
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}
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/*******************************************************************************
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* Touchmap functions: Not sure how exactly these functions are used, comments
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* needed!!!
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******************************************************************************/
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unsigned int touchscreen_map(struct ts_mappings *map, int x, int y)
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{
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int i;
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for(i=0; i < map->amount; i++)
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{
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#define _MAP(x) (map->mappings[x])
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if(x > _MAP(i).tl_x && x < (_MAP(i).tl_x+_MAP(i).width)
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&& y > _MAP(i).tl_y && y < (_MAP(i).tl_y+_MAP(i).height))
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return i;
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}
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return -1;
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}
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unsigned int touchscreen_map_raster(struct ts_raster *map, int x, int y, struct ts_raster_result *result)
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{
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int res1_x, res2_x, res1_y, res2_y;
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if((x - map->tl_x) < 0 ||
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(x - map->tl_x) > map->width)
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return -1;
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res1_x = (x - map->tl_x)/(map->raster_width);
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res2_x = (x - map->tl_x)%(map->raster_width);
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if((y - map->tl_y) < 0 ||
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(y - map->tl_y) > map->height)
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return -1;
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res1_y = (y - map->tl_y)/(map->raster_height);
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res2_y = (y - map->tl_y)%(map->raster_height);
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if(res2_x == 0 || res2_y == 0) /* pen hit a raster boundary */
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return -2;
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else
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{
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(*result).x = res1_x;
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(*result).y = res1_y;
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return 1;
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}
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}
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struct ts_raster_button_result touchscreen_raster_map_button(struct ts_raster_button_mapping *map, int x, int y, int button)
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{
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struct ts_raster_button_result ret = {0, {0, 0}, {0, 0}};
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struct ts_raster_result tmp;
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ret.action = TS_ACTION_NONE;
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if(touchscreen_map_raster(map->raster, x, y, &tmp) != 1)
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return ret;
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#define NOT_HANDLED (ret.action == TS_ACTION_NONE)
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if((button == BUTTON_REPEAT) && (map->_prev_btn_state != BUTTON_REPEAT) && map->drag_drop_enable)
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{
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map->_prev_x = tmp.x;
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map->_prev_y = tmp.y;
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}
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if((button == BUTTON_REL) && (map->_prev_btn_state == BUTTON_REPEAT) && map->drag_drop_enable)
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{
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ret.action = TS_ACTION_DRAG_DROP;
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ret.from.x = map->_prev_x;
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ret.from.y = map->_prev_y;
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ret.to.x = tmp.x;
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ret.to.y = tmp.y;
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}
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if((button == BUTTON_REL) && map->double_click_enable && NOT_HANDLED)
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{
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if(map->_prev_x == tmp.x && map->_prev_y == tmp.y)
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{
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ret.action = TS_ACTION_DOUBLE_CLICK;
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ret.from.x = ret.to.x = tmp.x;
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ret.from.y = ret.to.y = tmp.y;
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}
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else
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{
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map->_prev_x = tmp.x;
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map->_prev_y = tmp.y;
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}
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}
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if((button & BUTTON_REL || button & BUTTON_REPEAT) && map->two_d_movement_enable && NOT_HANDLED)
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{
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if((map->two_d_from.x == tmp.x) ^ (map->two_d_from.y == tmp.y))
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{
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ret.action = TS_ACTION_TWO_D_MOVEMENT;
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ret.from.x = map->two_d_from.x;
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ret.from.y = map->two_d_from.y;
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ret.to.x = map->two_d_from.x + (map->two_d_from.x == tmp.x ? 0 : (tmp.x > map->two_d_from.x ? 1 : -1));
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ret.to.y = map->two_d_from.y + (map->two_d_from.y == tmp.y ? 0 : (tmp.y > map->two_d_from.y ? 1 : -1));
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}
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else
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ret.action = TS_ACTION_NONE;
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}
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if(map->click_enable && (button & BUTTON_REL) && NOT_HANDLED)
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{
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ret.action = TS_ACTION_CLICK;
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ret.from.x = ret.to.x = tmp.x;
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ret.from.y = ret.to.y = tmp.y;
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}
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if(map->move_progress_enable && NOT_HANDLED)
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{
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ret.action = TS_ACTION_MOVE;
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ret.from.x = ret.to.x = tmp.x;
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ret.from.y = ret.to.y = tmp.y;
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}
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map->_prev_btn_state = button;
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return ret;
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}
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#endif /* HAVE_TOUCHSCREEN */
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