e4aec7d648
Have action.c control the key remap buflib allocation so that it can be made movable. With memory management offloaded, core_keymap.c only needs to deal with loading keymap files. Simplify the code there and use buflib pinning so the file can be loaded directly into the buffer. Change-Id: Ia654cc05ce6b286f96c1031fa4f7d4b3859a2c1a
1415 lines
42 KiB
C
1415 lines
42 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) 2006 Jonathan Gordon
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* Copyright (C) 2017 William Wilgus
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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 <stdio.h>
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#include <string.h>
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#include <stdlib.h>
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#include "config.h"
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#include "lang.h"
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#if !defined(BOOTLOADER)
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#include "language.h"
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#endif
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#include "appevents.h"
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#include "button.h"
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#include "action.h"
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#include "kernel.h"
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#include "core_alloc.h"
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#include "splash.h"
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#include "settings.h"
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#include "misc.h"
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#ifdef HAVE_TOUCHSCREEN
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#include "statusbar-skinned.h"
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#include "viewport.h"
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#endif
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#ifdef HAVE_BACKLIGHT
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#include "backlight.h"
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#if CONFIG_CHARGING
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#include "power.h"
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#endif
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#endif /* HAVE_BACKLIGHT */
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/*#define LOGF_ENABLE*/
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#include "logf.h"
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#define REPEAT_WINDOW_TICKS HZ/4
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#define ACTION_FILTER_TICKS HZ/2 /* timeout between filtered actions SL/BL */
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/* holds the action state between calls to get_action \ get_action_custom) */
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static action_last_t action_last =
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{
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.action = ACTION_NONE,
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.button = BUTTON_NONE | BUTTON_REL, /* allow the ipod wheel to
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work on startup */
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.context = CONTEXT_STD,
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.data = 0,
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.repeated = false,
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.tick = 0,
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.wait_for_release = false,
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#ifndef DISABLE_ACTION_REMAP
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.key_remap = 0,
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#endif
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#ifdef HAVE_TOUCHSCREEN
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.ts_data = 0,
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.ts_short_press = false,
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#endif
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#ifdef HAVE_BACKLIGHT
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.backlight_mask = SEL_ACTION_NONE,
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.bl_filter_tick = 0,
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#endif
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#ifndef HAS_BUTTON_HOLD
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.keys_locked = false,
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.screen_has_lock = false,
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.sl_filter_tick = 0,
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.softlock_mask = SEL_ACTION_NONE,
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.unlock_combo = BUTTON_NONE,
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#endif
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}; /* action_last_t action_last */
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/******************************************************************************
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** INTERNAL ACTION FUNCTIONS **************************************************
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*******************************************************************************
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*/
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/******************************************
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* has_flag compares value to a (SINGLE) flag
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* returns true if set, false otherwise
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*/
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static inline bool has_flag(unsigned int value, unsigned int flag)
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{
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return ((value & flag) == flag);
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}
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#if defined(HAVE_BACKLIGHT) || !defined(HAS_BUTTON_HOLD)
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/* HELPER FUNCTIONS selective softlock and backlight */
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/****************************************************************
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* is_action_filtered, selective softlock and backlight use this
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* to lookup which actions are filtered, matches are only true if
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* action is found and supplied SEL_ACTION mask has the flag.
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* returns false if the action isn't found or isn't enabled,
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* true if the action is found and is enabled
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*/
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static bool is_action_filtered(int action, unsigned int mask, int context)
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{
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bool match = false;
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switch (action)
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{
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case ACTION_NONE:
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break;
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/*Actions that are not mapped will not turn on the backlight option NOUNMAPPED*/
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case ACTION_UNKNOWN:
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match = has_flag(mask, SEL_ACTION_NOUNMAPPED);
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break;
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case ACTION_WPS_PLAY:
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case ACTION_FM_PLAY:
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match = has_flag(mask, SEL_ACTION_PLAY);
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break;
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//case ACTION_STD_PREVREPEAT: // seek not exempted outside of WPS
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//case ACTION_STD_NEXTREPEAT:
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case ACTION_WPS_SEEKBACK:
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case ACTION_WPS_SEEKFWD:
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case ACTION_WPS_STOPSEEK:
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match = has_flag(mask, SEL_ACTION_SEEK);
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break;
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//case ACTION_STD_PREV: // skip/scrollwheel not exempted outside of WPS
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//case ACTION_STD_NEXT:
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case ACTION_WPS_SKIPNEXT:
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case ACTION_WPS_SKIPPREV:
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case ACTION_FM_NEXT_PRESET:
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case ACTION_FM_PREV_PRESET:
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match = has_flag(mask, SEL_ACTION_SKIP);
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break;
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#ifdef HAVE_VOLUME_IN_LIST
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case ACTION_LIST_VOLUP: // volume exempted outside of WPS if the device supports it
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case ACTION_LIST_VOLDOWN:
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#endif
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case ACTION_WPS_VOLUP:
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case ACTION_WPS_VOLDOWN:
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match = has_flag(mask, SEL_ACTION_VOL);
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break;
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case ACTION_SETTINGS_INC:/*FMS*/
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case ACTION_SETTINGS_INCREPEAT:/*FMS*/
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case ACTION_SETTINGS_DEC:/*FMS*/
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case ACTION_SETTINGS_DECREPEAT:/*FMS*/
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match = (context == CONTEXT_FM) && has_flag(mask, SEL_ACTION_VOL);
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break;
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default:
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/* display action code of unfiltered actions */
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logf ("unfiltered actions: context: %d action: %d, last btn: %d, \
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mask: %d", context, action, action_last.button, mask);
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break;
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}/*switch*/
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return match;
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}
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/*******************************************************************************
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* is_action_discarded:
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* Most every action takes two rounds through get_action_worker,
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* once for the keypress and once for the key release,
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* actions with pre_button codes take even more, some actions however, only
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* take once; actions defined with only a button and no release/repeat event,
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* these actions should be acted upon immediately except when we have
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* selective backlighting/softlock enabled and in this case we only act upon
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* them immediately if there is no chance they have another event tied to them
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* determined using !is_prebutton or if action is completed
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* returns true if event was discarded and false if it was kept
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*/
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static bool is_action_discarded(action_cur_t *cur, bool filtered, long *tick)
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{
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bool ret = true;
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bool completed = (cur->button & (BUTTON_REPEAT | BUTTON_REL)) != 0;
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#ifdef HAVE_SCROLLWHEEL
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/* Scrollwheel doesn't generate release events */
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completed |= (cur->button & (BUTTON_SCROLL_BACK | BUTTON_SCROLL_FWD)) != 0;
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#endif
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/*directly after a match a key release event may trigger another*/
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if (filtered && cur->action != ACTION_UNKNOWN)
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{
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*tick = current_tick + ACTION_FILTER_TICKS;
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}
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/* has button been released/repeat or is this the only action it could be */
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if (completed || !cur->is_prebutton)
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{
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/* if the action is not filtered and this isn't just a
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* key release event then return false
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* keeping action, and reset tick
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*/
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if (!filtered && *tick < current_tick)
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{
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*tick = 0;
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ret = false;
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}
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}
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return ret;
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}
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/*******************************************************
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* action_handle_backlight is used to both delay
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* and activate the backlight if HAVE_BACKLIGHT
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* and SEL_ACTION_ENABLED; backlight state is
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* set true/false and ignore_next sets the backlight
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* driver to ignore backlight_on commands from
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* other modules for a finite duration;
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* Ignore is set each time the action system
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* handles the backlight as a precaution since, if
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* the action system was not triggered the device would
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* appear unresponsive to the user.
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* If a backlight_on event hasn't been handled in the
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* ignore duration it will timeout and the next call
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* to backlight_on will trigger as normal
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*/
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static void action_handle_backlight(bool backlight, bool ignore_next)
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{
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#if !defined(HAVE_BACKLIGHT)
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(void) backlight;
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(void) ignore_next;
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return;
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#else /* HAVE_BACKLIGHT */
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if (backlight)
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{
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backlight_on_ignore(false, 0);
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backlight_on();
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}
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backlight_on_ignore(ignore_next, 5*HZ);/*must be set everytime we handle bl*/
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#ifdef HAVE_BUTTON_LIGHT
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if (backlight)
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{
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buttonlight_on_ignore(false, 0);
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buttonlight_on();
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}
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buttonlight_on_ignore(ignore_next, 5*HZ);/* as a precautionary fallback */
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#endif /* HAVE_BUTTON_LIGHT */
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#endif/* HAVE_BACKLIGHT */
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}
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#endif /*defined(HAVE_BACKLIGHT) || !defined(HAS_BUTTON_HOLD) HELPER FUNCTIONS*/
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/******************************************************************
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* action_poll_button filters button presses for get_action_worker;
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* if button_get_w_tmo returns...
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* BUTTON_NONE, SYS_EVENTS, MULTIMEDIA BUTTONS, ACTION_REDRAW
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* they are allowed to pass immediately through to handler.
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* if waiting for button release ACTION_NONE is returned until
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* button is released/repeated.
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*/
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static inline bool action_poll_button(action_last_t *last, action_cur_t *cur)
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{
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bool ret = true;
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int *button = &cur->button;
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*button = button_get_w_tmo(cur->timeout);
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/* **************************************************************************
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* if action_wait_for_release() was called without a button being pressed
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* then actually waiting for release would do the wrong thing, i.e.
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* the next key press is entirely ignored. So, if here comes a normal
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* button press (neither release nor repeat) the press is a fresh one and
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* no point in waiting for release
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*
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* This logic doesn't work for touchscreen which can send normal
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* button events repeatedly before the first repeat (as in BUTTON_REPEAT).
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* These cannot be distinguished from the very first touch
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* but there's nothing we can do about it here
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*/
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if (*button == BUTTON_NONE || (*button & (BUTTON_REPEAT|BUTTON_REL)) == 0)
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{
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last->wait_for_release = false;
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}
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/* ********************************************************
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* Can return button immediately, sys_event & multimedia
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* button presses don't use the action system, Data from
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* sys events can be pulled with button_get_data.
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* BUTTON_REDRAW should result in a screen refresh
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*/
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if (*button == BUTTON_NONE || (*button & (SYS_EVENT|BUTTON_MULTIMEDIA)) != 0)
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{
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return true;
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}
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else if (*button == BUTTON_REDRAW)
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{ /* screen refresh */
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*button = ACTION_REDRAW;
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return true;
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}
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/* *************************************************
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* If waiting for release, Don't send any buttons
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* through until we see the release event
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*/
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if (last->wait_for_release)
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{
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if (has_flag(*button, BUTTON_REL))
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{ /* remember the button for button eating on context change */
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last->wait_for_release = false;
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last->button = *button;
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}
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*button = ACTION_NONE;
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}
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#ifdef HAVE_SCROLLWHEEL
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/* *********************************************
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* Scrollwheel doesn't generate release events
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* further processing needed
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*/
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else if ((last->button & (BUTTON_SCROLL_BACK | BUTTON_SCROLL_FWD)) != 0)
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{
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ret = false;
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}
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#endif
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/* *************************************************************
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* On Context Changed eat all buttons until the previous button
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* was |BUTTON_REL (also eat the |BUTTON_REL button)
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*/
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else if ((cur->context != last->context) && ((last->button & BUTTON_REL) == 0))
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{
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if (has_flag(*button, BUTTON_REL))
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{
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last->button = *button;
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last->action = ACTION_NONE;
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}
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*button = ACTION_NONE; /* "safest" return value */
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}
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/* ****************************
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* regular button press,
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* further processing needed
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*/
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else
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{
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ret = false;
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}
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/* current context might contain ALLOW_SOFTLOCK save prior to stripping it */
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if (!ret)
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{
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last->context = cur->context;
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}
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return ret;
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}
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/*********************************************
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* update_screen_has_lock sets screen_has_lock
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* if passed context contains ALLOW_SOFTLOCK
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* and removes ALLOW_SOFTLOCK from the passed
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* context flag
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*/
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static inline void update_screen_has_lock(action_last_t *last, action_cur_t *cur)
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{
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#if defined(HAS_BUTTON_HOLD)
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(void) last;
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(void) cur;
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return;
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#else
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last->screen_has_lock = has_flag(cur->context, ALLOW_SOFTLOCK);
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cur->context &= ~ALLOW_SOFTLOCK;
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#endif
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}
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/***********************************************
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* get_action_touchscreen allows touchscreen
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* presses to have short_press and repeat events
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*/
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static inline bool get_action_touchscreen(action_last_t *last, action_cur_t *cur)
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{
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#if !defined(HAVE_TOUCHSCREEN)
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(void) last;
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(void) cur;
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return false;
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#else
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if (has_flag(cur->button, BUTTON_TOUCHSCREEN))
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{
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last->repeated = false;
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last->ts_short_press = false;
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if (has_flag(last->button, BUTTON_TOUCHSCREEN))
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{
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if (has_flag(cur->button, BUTTON_REL) &&
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!has_flag(last->button, BUTTON_REPEAT))
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{
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last->ts_short_press = true;
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}
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else if (has_flag(cur->button, BUTTON_REPEAT))
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{
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last->repeated = true;
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}
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}
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last->button = cur->button;
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last->tick = current_tick;
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cur->action = ACTION_TOUCHSCREEN;
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return true;
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}
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return false;
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#endif
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}
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|
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/******************************************************************************
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* button_flip_horizontally, passed button is horizontally inverted to support
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* RTL language if the given language and context combination require it
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* Affected contexts: CONTEXT_STD, CONTEXT_TREE, CONTEXT_LIST, CONTEXT_MAINMENU
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* Affected buttons with rtl language:
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* BUTTON_LEFT, BUTTON_RIGHT,
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* Affected buttons with rtl language and !simulator:
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* BUTTON_SCROLL_BACK, BUTTON_SCROLL_FWD, BUTTON_MINUS, BUTTON_PLUS
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*/
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static inline void button_flip_horizontally(int context, int *button)
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{
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|
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#if defined(BOOTLOADER)
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(void) context;
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(void) *button;
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return;
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#else
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int newbutton = *button;
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if (!(lang_is_rtl() && ((context == CONTEXT_STD) ||
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(context == CONTEXT_TREE) || (context == CONTEXT_LIST) ||
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(context == CONTEXT_MAINMENU))))
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{
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return;
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}
|
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|
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#if defined(BUTTON_LEFT) && defined(BUTTON_RIGHT)
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newbutton &= ~(BUTTON_LEFT | BUTTON_RIGHT);
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if (has_flag(*button, BUTTON_LEFT))
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{
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newbutton |= BUTTON_RIGHT;
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}
|
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|
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if (has_flag(*button, BUTTON_RIGHT))
|
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{
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newbutton |= BUTTON_LEFT;
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}
|
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#else
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#warning "BUTTON_LEFT / BUTTON_RIGHT not defined!"
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#endif
|
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|
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#ifndef SIMULATOR
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#ifdef HAVE_SCROLLWHEEL
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newbutton &= ~(BUTTON_SCROLL_BACK | BUTTON_SCROLL_FWD);
|
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if (has_flag(*button, BUTTON_SCROLL_BACK))
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{
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newbutton |= BUTTON_SCROLL_FWD;
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}
|
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|
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if (has_flag(*button, BUTTON_SCROLL_FWD))
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{
|
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newbutton |= BUTTON_SCROLL_BACK;
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}
|
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#endif
|
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|
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#if defined(BUTTON_MINUS) && defined(BUTTON_PLUS)
|
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newbutton &= ~(BUTTON_MINUS | BUTTON_PLUS);
|
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if (has_flag(*button, BUTTON_MINUS))
|
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{
|
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newbutton |= BUTTON_PLUS;
|
|
}
|
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|
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if (has_flag(*button, BUTTON_PLUS))
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{
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newbutton |= BUTTON_MINUS;
|
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}
|
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#endif
|
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#endif /* !SIMULATOR */
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|
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*button = newbutton;
|
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#endif /* !BOOTLOADER */
|
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} /* button_flip_horizontally */
|
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|
|
/**********************************************************************
|
|
* 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::
|
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* *** is_prebutton can miss pre_buttons
|
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* ** An action without pre_button_code (pre_button_code = BUTTON_NONE)
|
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* * will be returned from the higher context
|
|
*/
|
|
static inline int action_code_worker(action_last_t *last,
|
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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 ((cur->context == CONTEXT_FM || cur->context == CONTEXT_WPS) && bl_is_off)
|
|
{
|
|
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(¤t, context, timeout, NULL);
|
|
|
|
int action = get_action_worker(&action_last, ¤t);
|
|
|
|
#ifdef HAVE_TOUCHSCREEN
|
|
if (action == ACTION_TOUCHSCREEN)
|
|
{
|
|
action = sb_touch_to_button(context);
|
|
}
|
|
#endif
|
|
|
|
action = do_backlight(&action_last, ¤t, 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 */
|
|
if (action_last.key_remap > 0)
|
|
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(¤t, context, timeout, get_context_map);
|
|
|
|
return get_action_worker(&action_last, ¤t);
|
|
}
|
|
|
|
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 ***********************************************
|
|
*******************************************************************************/
|