180cef835b
Provided by Roman Stolyarov Integration, Refactoring, and Upstreaming by Solomon Peachy X3II confirmed working by forum tester, X20 is nearly identical. This includes bootloader, main firmware, and the flash image patcher. Eventual Todo: * Further refactor AGPTek Rocker & xduoo hiby bootloaders * Further refactor AGPTek Rocker & xduoo hosted platform code Change-Id: I34a674051d368efcc75d1d18c725971fe46c3eee
213 lines
10 KiB
C
213 lines
10 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) 2018 by Roman Stolyarov
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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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/* Button Code Definitions for xDuoo X3ii target */
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#include "config.h"
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#include "action.h"
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#include "button.h"
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#include "settings.h"
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/* {Action Code, Button code, Prereq button code } */
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/*
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* The format of the list is as follows
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* { Action Code, Button code, Prereq button code }
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* if there's no need to check the previous button's value, use BUTTON_NONE
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* Insert LAST_ITEM_IN_LIST at the end of each mapping
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*/
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static const struct button_mapping button_context_standard[] = {
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{ ACTION_STD_PREV, BUTTON_PREV, BUTTON_NONE },
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{ ACTION_STD_PREVREPEAT, BUTTON_PREV|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_STD_NEXT, BUTTON_NEXT, BUTTON_NONE },
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{ ACTION_STD_NEXTREPEAT, BUTTON_NEXT|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_STD_CONTEXT, BUTTON_PLAY|BUTTON_REPEAT, BUTTON_PLAY },
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{ ACTION_STD_CANCEL, BUTTON_HOME|BUTTON_REL, BUTTON_HOME },
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{ ACTION_STD_OK, BUTTON_PLAY|BUTTON_REL, BUTTON_PLAY },
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{ ACTION_STD_MENU, BUTTON_OPTION|BUTTON_REL, BUTTON_OPTION },
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LAST_ITEM_IN_LIST
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}; /* button_context_standard */
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static const struct button_mapping button_context_wps[] = {
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{ ACTION_WPS_PLAY, BUTTON_PLAY|BUTTON_REL, BUTTON_PLAY },
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{ ACTION_WPS_SKIPPREV, BUTTON_PREV|BUTTON_REL, BUTTON_PREV },
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{ ACTION_WPS_SEEKBACK, BUTTON_PREV|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_WPS_STOPSEEK, BUTTON_PREV|BUTTON_REL, BUTTON_PREV|BUTTON_REPEAT },
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{ ACTION_WPS_SKIPNEXT, BUTTON_NEXT|BUTTON_REL, BUTTON_NEXT },
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{ ACTION_WPS_SEEKFWD, BUTTON_NEXT|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_WPS_STOPSEEK, BUTTON_NEXT|BUTTON_REL, BUTTON_NEXT|BUTTON_REPEAT },
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{ ACTION_WPS_VOLUP, BUTTON_VOL_UP, BUTTON_NONE },
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{ ACTION_WPS_VOLUP, BUTTON_VOL_UP|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_WPS_VOLDOWN, BUTTON_VOL_DOWN, BUTTON_NONE },
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{ ACTION_WPS_VOLDOWN, BUTTON_VOL_DOWN|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_WPS_BROWSE, BUTTON_HOME|BUTTON_REL, BUTTON_HOME },
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{ ACTION_WPS_CONTEXT, BUTTON_PLAY|BUTTON_REPEAT, BUTTON_PLAY },
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{ ACTION_WPS_MENU, BUTTON_OPTION|BUTTON_REL, BUTTON_OPTION },
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{ ACTION_WPS_QUICKSCREEN, BUTTON_OPTION|BUTTON_REPEAT, BUTTON_OPTION },
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{ ACTION_WPS_HOTKEY, BUTTON_HOME|BUTTON_REPEAT, BUTTON_HOME },
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LAST_ITEM_IN_LIST
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}; /* button_context_wps */
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static const struct button_mapping button_context_list[] = {
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{ ACTION_LIST_VOLUP, BUTTON_VOL_UP, BUTTON_NONE },
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{ ACTION_LIST_VOLUP, BUTTON_VOL_UP|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_LIST_VOLDOWN, BUTTON_VOL_DOWN, BUTTON_NONE },
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{ ACTION_LIST_VOLDOWN, BUTTON_VOL_DOWN|BUTTON_REPEAT, BUTTON_NONE },
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LAST_ITEM_IN_LIST__NEXTLIST(CONTEXT_STD)
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}; /* button_context_list */
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/** Bookmark Screen **/
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static const struct button_mapping button_context_bmark[] = {
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{ ACTION_BMS_DELETE, BUTTON_PLAY|BUTTON_REPEAT, BUTTON_PLAY },
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LAST_ITEM_IN_LIST__NEXTLIST(CONTEXT_LIST)
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}; /* button_context_bmark */
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/** Keyboard **/
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static const struct button_mapping button_context_keyboard[] = {
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{ ACTION_KBD_LEFT, BUTTON_PREV, BUTTON_NONE },
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{ ACTION_KBD_LEFT, BUTTON_PREV|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_KBD_RIGHT, BUTTON_NEXT, BUTTON_NONE },
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{ ACTION_KBD_RIGHT, BUTTON_NEXT|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_KBD_DOWN, BUTTON_OPTION, BUTTON_NONE },
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{ ACTION_KBD_DOWN, BUTTON_OPTION|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_KBD_CURSOR_LEFT, BUTTON_VOL_UP, BUTTON_NONE },
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{ ACTION_KBD_CURSOR_LEFT, BUTTON_VOL_UP|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_KBD_CURSOR_RIGHT, BUTTON_VOL_DOWN, BUTTON_NONE },
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{ ACTION_KBD_CURSOR_RIGHT, BUTTON_VOL_DOWN|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_KBD_BACKSPACE, BUTTON_HOME, BUTTON_NONE },
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{ ACTION_KBD_BACKSPACE, BUTTON_HOME|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_KBD_SELECT, BUTTON_PLAY|BUTTON_REL, BUTTON_PLAY },
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{ ACTION_KBD_DONE, BUTTON_PLAY|BUTTON_REPEAT, BUTTON_PLAY },
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{ ACTION_KBD_ABORT, BUTTON_POWER|BUTTON_REL, BUTTON_POWER },
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LAST_ITEM_IN_LIST
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}; /* button_context_keyboard */
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/** Pitchscreen **/
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static const struct button_mapping button_context_pitchscreen[] = {
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{ ACTION_PS_INC_SMALL, BUTTON_VOL_UP, BUTTON_NONE },
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{ ACTION_PS_INC_BIG, BUTTON_VOL_UP|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_PS_DEC_SMALL, BUTTON_VOL_DOWN, BUTTON_NONE },
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{ ACTION_PS_DEC_BIG, BUTTON_VOL_DOWN|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_PS_NUDGE_LEFT, BUTTON_PREV, BUTTON_NONE },
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{ ACTION_PS_NUDGE_LEFTOFF, BUTTON_PREV|BUTTON_REL, BUTTON_NONE },
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{ ACTION_PS_NUDGE_RIGHT, BUTTON_NEXT, BUTTON_NONE },
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{ ACTION_PS_NUDGE_RIGHTOFF, BUTTON_NEXT|BUTTON_REL, BUTTON_NONE },
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{ ACTION_PS_TOGGLE_MODE, BUTTON_PLAY|BUTTON_REL, BUTTON_NONE },
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{ ACTION_PS_RESET, BUTTON_POWER|BUTTON_REL, BUTTON_POWER },
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{ ACTION_PS_EXIT, BUTTON_HOME|BUTTON_REL, BUTTON_HOME },
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{ ACTION_PS_SLOWER, BUTTON_PREV|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_PS_FASTER, BUTTON_NEXT|BUTTON_REPEAT, BUTTON_NONE },
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LAST_ITEM_IN_LIST__NEXTLIST(CONTEXT_STD)
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}; /* button_context_pitchscreen */
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/** Quickscreen **/
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static const struct button_mapping button_context_quickscreen[] = {
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{ ACTION_QS_TOP, BUTTON_VOL_UP, BUTTON_NONE },
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{ ACTION_QS_TOP, BUTTON_VOL_UP|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_QS_DOWN, BUTTON_VOL_DOWN, BUTTON_NONE },
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{ ACTION_QS_DOWN, BUTTON_VOL_DOWN|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_QS_LEFT, BUTTON_PREV, BUTTON_NONE },
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{ ACTION_QS_LEFT, BUTTON_PREV|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_QS_RIGHT, BUTTON_NEXT, BUTTON_NONE },
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{ ACTION_QS_RIGHT, BUTTON_NEXT|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_STD_CANCEL, BUTTON_HOME|BUTTON_REL, BUTTON_HOME },
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LAST_ITEM_IN_LIST__NEXTLIST(CONTEXT_STD)
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}; /* button_context_quickscreen */
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/** Settings - General Mappings **/
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static const struct button_mapping button_context_settings[] = {
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{ ACTION_SETTINGS_RESET, BUTTON_POWER|BUTTON_REL, BUTTON_POWER },
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{ ACTION_STD_PREV, BUTTON_PREV, BUTTON_NONE },
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{ ACTION_STD_PREVREPEAT, BUTTON_PREV|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_STD_NEXT, BUTTON_NEXT, BUTTON_NONE },
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{ ACTION_STD_NEXTREPEAT, BUTTON_NEXT|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_STD_OK, BUTTON_PLAY|BUTTON_REL, BUTTON_PLAY },
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{ ACTION_STD_CANCEL, BUTTON_HOME|BUTTON_REL, BUTTON_HOME },
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LAST_ITEM_IN_LIST__NEXTLIST(CONTEXT_STD)
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}; /* button_context_settings */
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static const struct button_mapping button_context_settings_vol_is_inc[] = {
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{ ACTION_SETTINGS_INC, BUTTON_VOL_UP, BUTTON_NONE },
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{ ACTION_SETTINGS_INCREPEAT,BUTTON_VOL_UP|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_SETTINGS_DEC, BUTTON_VOL_DOWN, BUTTON_NONE },
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{ ACTION_SETTINGS_DECREPEAT,BUTTON_VOL_DOWN|BUTTON_REPEAT, BUTTON_NONE },
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LAST_ITEM_IN_LIST__NEXTLIST(CONTEXT_STD)
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}; /* button_context_settings_right_is_inc */
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/** Tree **/
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static const struct button_mapping button_context_tree[] = {
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{ ACTION_TREE_WPS, BUTTON_OPTION|BUTTON_REL, BUTTON_OPTION },
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{ ACTION_TREE_HOTKEY, BUTTON_HOME|BUTTON_REPEAT, BUTTON_HOME },
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{ ACTION_STD_MENU, BUTTON_OPTION|BUTTON_REPEAT, BUTTON_OPTION },
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LAST_ITEM_IN_LIST__NEXTLIST(CONTEXT_LIST)
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}; /* button_context_tree */
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/** Yes/No Screen **/
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static const struct button_mapping button_context_yesnoscreen[] = {
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{ ACTION_YESNO_ACCEPT, BUTTON_PLAY, BUTTON_NONE },
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LAST_ITEM_IN_LIST__NEXTLIST(CONTEXT_STD)
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}; /* button_context_settings_yesnoscreen */
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/* get_context_mapping returns a pointer to one of the above defined arrays depending on the context */
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const struct button_mapping* get_context_mapping(int context)
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{
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switch (context)
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{
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case CONTEXT_LIST:
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return button_context_list;
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case CONTEXT_STD:
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return button_context_standard;
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case CONTEXT_BOOKMARKSCREEN:
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return button_context_bmark;
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case CONTEXT_KEYBOARD:
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return button_context_keyboard;
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case CONTEXT_PITCHSCREEN:
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return button_context_pitchscreen;
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case CONTEXT_QUICKSCREEN:
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return button_context_quickscreen;
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case CONTEXT_SETTINGS:
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return button_context_settings;
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case CONTEXT_SETTINGS_TIME:
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case CONTEXT_SETTINGS_COLOURCHOOSER:
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case CONTEXT_SETTINGS_EQ:
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case CONTEXT_SETTINGS_RECTRIGGER:
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return button_context_settings_vol_is_inc;
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case CONTEXT_TREE:
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case CONTEXT_MAINMENU:
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return button_context_tree;
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case CONTEXT_WPS:
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return button_context_wps;
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case CONTEXT_YESNOSCREEN:
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return button_context_yesnoscreen;
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}
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return button_context_standard;
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}
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