0fbaeed250
This action has never been used since its introduction in 2006. There's no real need for it, as it's possible to reset settings from the context menu. Change-Id: I6b357ad1a2e19a9b631ee3055e158492570479e3
265 lines
12 KiB
C
265 lines
12 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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*
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* Copyright (C) 2017 Marcin Bukat
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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 "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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#define BTN_VOL_COMBO (BUTTON_VOLUP | BUTTON_VOLDOWN)
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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_UP, BUTTON_NONE },
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{ ACTION_STD_PREVREPEAT, BUTTON_UP|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_STD_NEXT, BUTTON_DOWN, BUTTON_NONE },
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{ ACTION_STD_NEXTREPEAT, BUTTON_DOWN|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_STD_OK, BUTTON_SELECT|BUTTON_REL, BUTTON_SELECT },
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{ ACTION_STD_OK, BUTTON_RIGHT, BUTTON_NONE },
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{ ACTION_STD_CANCEL, BUTTON_LEFT, BUTTON_NONE },
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{ ACTION_STD_CONTEXT, BUTTON_SELECT|BUTTON_REPEAT, BUTTON_SELECT },
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{ ACTION_STD_MENU, BUTTON_POWER, BUTTON_NONE },
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/* ACTION_STD_QUICKSCREEN,
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* ACTION_STD_KEYLOCK
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* ACTION_STD_REC
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* ACTION_STD_HOTKEY
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* { ACTION_STD_QUICKSCREEN, BUTTON_SELECT|BUTTON_REPEAT, BUTTON_SELECT },
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*/
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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_mainmenu[] = {
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{ ACTION_TREE_WPS, BUTTON_POWER, BUTTON_NONE },
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LAST_ITEM_IN_LIST__NEXTLIST(CONTEXT_TREE),
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}; /* button_context_mainmenu as with sansa clip mapping - "back" button returns you to WPS */
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static const struct button_mapping button_context_wps[] = {
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{ ACTION_WPS_PLAY, BUTTON_SELECT|BUTTON_REL, BUTTON_SELECT },
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{ ACTION_WPS_SEEKBACK, BUTTON_LEFT|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_WPS_SEEKFWD, BUTTON_RIGHT|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_WPS_STOPSEEK, BUTTON_LEFT|BUTTON_REL, BUTTON_LEFT|BUTTON_REPEAT },
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{ ACTION_WPS_STOPSEEK, BUTTON_RIGHT|BUTTON_REL, BUTTON_RIGHT|BUTTON_REPEAT },
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{ ACTION_WPS_SKIPNEXT, BUTTON_RIGHT|BUTTON_REL, BUTTON_RIGHT },
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{ ACTION_WPS_SKIPPREV, BUTTON_LEFT|BUTTON_REL, BUTTON_LEFT },
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{ ACTION_WPS_STOP, BUTTON_SELECT|BUTTON_REPEAT, BUTTON_SELECT },
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{ ACTION_WPS_VOLDOWN, BUTTON_VOLDOWN, BUTTON_NONE },
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{ ACTION_WPS_VOLDOWN, BUTTON_VOLDOWN|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_WPS_VOLUP, BUTTON_VOLUP, BUTTON_NONE },
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{ ACTION_WPS_VOLUP, BUTTON_VOLUP|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_WPS_BROWSE, BUTTON_UP|BUTTON_REPEAT, BUTTON_UP },
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/* ACTION_WPS_ID3SCREEN optional */
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{ ACTION_WPS_CONTEXT, BUTTON_DOWN|BUTTON_REL, BUTTON_DOWN },
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{ ACTION_WPS_QUICKSCREEN, BUTTON_DOWN|BUTTON_REPEAT, BUTTON_DOWN },
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{ ACTION_WPS_MENU, BUTTON_UP|BUTTON_REL, BUTTON_UP }, /* this should be the same as ACTION_STD_MENU */
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/* ACTION_WPS_VIEW_PLAYLIST
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* ACTION_WPS_LIST_BOOKMARKS, optional
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* ACTION_WPS_CREATE_BOOKMARK, optional
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*/
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{ ACTION_STD_KEYLOCK, BUTTON_POWER, BUTTON_NONE },
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{ ACTION_WPS_HOTKEY, BTN_VOL_COMBO|BUTTON_REL, BTN_VOL_COMBO},
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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_settings[] = {
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{ ACTION_SETTINGS_INC, BUTTON_VOLUP, BUTTON_NONE },
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{ ACTION_SETTINGS_INCREPEAT, BUTTON_VOLUP|BUTTON_REPEAT, BUTTON_NONE },
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/* ACTION_SETTINGS_INCBIGSTEP */
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{ ACTION_SETTINGS_DEC, BUTTON_VOLDOWN, BUTTON_NONE },
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{ ACTION_SETTINGS_DECREPEAT, BUTTON_VOLDOWN|BUTTON_REPEAT, BUTTON_NONE },
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/* ACTION_SETTINGS_DECBIGSTEP */
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/* ACTION_SETTINGS_SET, Used by touchscreen targets */
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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_list[] = {
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/* ACTION_LISTTREE_PGUP, optional
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* ACTION_LISTTREE_PGDOWN, optional
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*/
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#ifdef HAVE_VOLUME_IN_LIST
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{ ACTION_LIST_VOLUP, BUTTON_VOLUP, BUTTON_NONE },
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{ ACTION_LIST_VOLUP, BUTTON_VOLUP|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_LIST_VOLDOWN, BUTTON_VOLDOWN, BUTTON_NONE },
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{ ACTION_LIST_VOLDOWN, BUTTON_VOLDOWN|BUTTON_REPEAT, BUTTON_NONE },
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#endif
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LAST_ITEM_IN_LIST__NEXTLIST(CONTEXT_STD)
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}; /* button_context_list */
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static const struct button_mapping button_context_tree[] = {
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{ ACTION_TREE_HOTKEY, BTN_VOL_COMBO|BUTTON_REL, BTN_VOL_COMBO},
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/* ACTION_TREE_ROOT_INIT,
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* ACTION_TREE_PGLEFT, optional
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* ACTION_TREE_PGRIGHT, optional
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* ACTION_TREE_STOP,
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* ACTION_TREE_WPS,
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* ACTION_TREE_HOTKEY,
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*/
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/* { ACTION_TREE_WPS, BUTTON_UP|BUTTON_REL, BUTTON_UP },
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* { ACTION_TREE_STOP, BUTTON_POWER|BUTTON_REL, BUTTON_POWER },
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* { ACTION_TREE_HOTKEY, BUTTON_REC|BUTTON_REL, BUTTON_REC },
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*/
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LAST_ITEM_IN_LIST__NEXTLIST(CONTEXT_LIST),
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}; /* button_context_tree */
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static const struct button_mapping button_context_yesno[] = {
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{ ACTION_YESNO_ACCEPT, BUTTON_SELECT, BUTTON_NONE },
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LAST_ITEM_IN_LIST__NEXTLIST(CONTEXT_STD),
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}; /* button_context_settings_yesno */
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static const struct button_mapping button_context_quickscreen[] = {
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{ ACTION_QS_TOP, BUTTON_UP|BUTTON_REL, BUTTON_NONE },
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{ ACTION_QS_TOP, BUTTON_UP|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_QS_DOWN, BUTTON_DOWN|BUTTON_REL, BUTTON_NONE },
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{ ACTION_QS_DOWN, BUTTON_DOWN|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_QS_LEFT, BUTTON_LEFT|BUTTON_REL, BUTTON_NONE },
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{ ACTION_QS_LEFT, BUTTON_LEFT|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_QS_RIGHT, BUTTON_RIGHT|BUTTON_REL, BUTTON_NONE },
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{ ACTION_QS_RIGHT, BUTTON_RIGHT|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_STD_CANCEL, BUTTON_SELECT, BUTTON_NONE },
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LAST_ITEM_IN_LIST
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}; /* button_context_quickscreen */
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static const struct button_mapping button_context_settings_time[] = {
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{ ACTION_STD_PREV, BUTTON_LEFT|BUTTON_REL, BUTTON_LEFT },
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{ ACTION_STD_PREVREPEAT, BUTTON_LEFT|BUTTON_REPEAT, BUTTON_LEFT },
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{ ACTION_STD_NEXT, BUTTON_RIGHT|BUTTON_REL, BUTTON_RIGHT },
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{ ACTION_STD_NEXTREPEAT, BUTTON_RIGHT|BUTTON_REPEAT, BUTTON_RIGHT },
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{ ACTION_STD_CANCEL, BUTTON_LEFT|BUTTON_REPEAT, BUTTON_LEFT },
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{ ACTION_STD_OK, BUTTON_SELECT|BUTTON_REL, BUTTON_SELECT },
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{ ACTION_SETTINGS_INC, BUTTON_UP, BUTTON_NONE },
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{ ACTION_SETTINGS_INCREPEAT, BUTTON_UP|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_SETTINGS_DEC, BUTTON_DOWN, BUTTON_NONE },
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{ ACTION_SETTINGS_DECREPEAT, BUTTON_DOWN|BUTTON_REPEAT, BUTTON_NONE },
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LAST_ITEM_IN_LIST
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//LAST_ITEM_IN_LIST__NEXTLIST(CONTEXT_SETTINGS)
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}; /* button_context_settings_time */
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static const struct button_mapping button_context_pitchscreen[] = {
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{ ACTION_PS_INC_SMALL, BUTTON_UP, BUTTON_NONE },
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{ ACTION_PS_INC_BIG, BUTTON_UP|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_PS_DEC_SMALL, BUTTON_DOWN, BUTTON_NONE },
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{ ACTION_PS_DEC_BIG, BUTTON_DOWN|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_PS_NUDGE_LEFT, BUTTON_LEFT, BUTTON_NONE },
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/* { ACTION_PS_NUDGE_LEFTOFF, BUTTON_LEFT|BUTTON_REL, BUTTON_NONE }, */
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{ ACTION_PS_NUDGE_RIGHT, BUTTON_RIGHT, BUTTON_NONE },
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/* { ACTION_PS_NUDGE_RIGHTOFF, BUTTON_RIGHT|BUTTON_REL, BUTTON_NONE }, */
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{ ACTION_PS_TOGGLE_MODE, BUTTON_SELECT|BUTTON_REL, BUTTON_SELECT },
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{ ACTION_PS_RESET, BUTTON_SELECT|BUTTON_REPEAT, BUTTON_SELECT },
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{ ACTION_PS_EXIT, BUTTON_POWER, BUTTON_NONE },
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{ ACTION_PS_SLOWER, BUTTON_LEFT|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_PS_FASTER, BUTTON_RIGHT|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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static const struct button_mapping button_context_keyboard[] = {
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{ ACTION_KBD_LEFT, BUTTON_LEFT, BUTTON_NONE },
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{ ACTION_KBD_LEFT, BUTTON_LEFT|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_KBD_RIGHT, BUTTON_RIGHT, BUTTON_NONE },
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{ ACTION_KBD_RIGHT, BUTTON_RIGHT|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_KBD_CURSOR_LEFT, BUTTON_POWER|BUTTON_LEFT, BUTTON_NONE },
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{ ACTION_KBD_CURSOR_LEFT, BUTTON_POWER|BUTTON_LEFT|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_KBD_CURSOR_RIGHT, BUTTON_POWER|BUTTON_RIGHT, BUTTON_NONE },
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{ ACTION_KBD_CURSOR_RIGHT, BUTTON_POWER|BUTTON_RIGHT|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_KBD_UP, BUTTON_VOLDOWN, BUTTON_NONE },
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{ ACTION_KBD_UP, BUTTON_VOLDOWN|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_KBD_DOWN, BUTTON_VOLUP, BUTTON_NONE },
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{ ACTION_KBD_DOWN, BUTTON_VOLUP|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_KBD_PAGE_FLIP, BUTTON_POWER|BUTTON_SELECT, BUTTON_POWER },
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{ ACTION_KBD_BACKSPACE, BUTTON_DOWN, BUTTON_NONE },
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{ ACTION_KBD_BACKSPACE, BUTTON_DOWN|BUTTON_REPEAT, BUTTON_NONE },
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{ ACTION_KBD_SELECT, BUTTON_SELECT, BUTTON_NONE },
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{ ACTION_KBD_DONE, BUTTON_UP, BUTTON_NONE },
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{ ACTION_KBD_ABORT, BUTTON_POWER, BUTTON_NONE },
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{ ACTION_KBD_MORSE_INPUT, BUTTON_POWER|BUTTON_REL, BUTTON_POWER },
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{ ACTION_KBD_MORSE_SELECT, BUTTON_SELECT|BUTTON_REL, BUTTON_NONE },
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LAST_ITEM_IN_LIST
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}; /* button_context_keyboard */
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static const struct button_mapping button_context_bmark[] = {
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{ ACTION_BMS_DELETE, BUTTON_SELECT|BUTTON_REPEAT, BUTTON_SELECT },
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LAST_ITEM_IN_LIST__NEXTLIST(CONTEXT_LIST),
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}; /* button_context_bmark */
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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_STD:
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return button_context_standard;
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case CONTEXT_WPS:
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return button_context_wps;
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case CONTEXT_MAINMENU:
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return button_context_mainmenu;
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case CONTEXT_TREE:
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return button_context_tree;
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case CONTEXT_LIST:
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return button_context_list;
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case CONTEXT_SETTINGS:
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case CONTEXT_SETTINGS_EQ:
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return button_context_settings;
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case CONTEXT_SETTINGS_TIME:
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return button_context_settings_time;
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case CONTEXT_YESNOSCREEN:
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return button_context_yesno;
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case CONTEXT_BOOKMARKSCREEN:
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return button_context_bmark;
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case CONTEXT_QUICKSCREEN:
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return button_context_quickscreen;
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case CONTEXT_PITCHSCREEN:
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return button_context_pitchscreen;
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case CONTEXT_KEYBOARD:
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case CONTEXT_MORSE_INPUT:
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return button_context_keyboard;
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default:
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return button_context_standard;
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}
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return button_context_standard;
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}
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