f688710707
Adds a new context, CONTEXT_RAWBUTTON, that I hope is out of the way of everything. Unfortunately have to increment min plugin API version for the second time today to accomodate additional parameter. Change-Id: Iaa46b926e57cf377fd4906f2d42bb98e87215033
491 lines
13 KiB
C
491 lines
13 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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*
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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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#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 "debug.h"
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#include "splash.h"
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#include "settings.h"
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#include "pcmbuf.h"
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#include "misc.h"
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#if defined(HAVE_LCD_BITMAP) && !defined(BOOTLOADER)
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#include "language.h"
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#endif
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#include "viewport.h"
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#ifdef HAVE_TOUCHSCREEN
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#include "statusbar-skinned.h"
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#endif
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static int last_button = BUTTON_NONE|BUTTON_REL; /* allow the ipod wheel to
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work on startup */
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static intptr_t last_data = 0;
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static int last_action = ACTION_NONE;
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static bool repeated = false;
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static bool wait_for_release = false;
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#ifdef HAVE_TOUCHSCREEN
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static bool short_press = false;
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#endif
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#define REPEAT_WINDOW_TICKS HZ/4
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static int last_action_tick = 0;
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/* software keylock stuff */
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#ifndef HAS_BUTTON_HOLD
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static bool keys_locked = false;
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static int unlock_combo = BUTTON_NONE;
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static bool screen_has_lock = false;
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#endif /* HAVE_SOFTWARE_KEYLOCK */
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/*
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* do_button_check is the worker function for get_default_action.
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* returns ACTION_UNKNOWN or the requested return value from the list.
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*/
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static inline int do_button_check(const struct button_mapping *items,
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int button, int last_button, int *start)
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{
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int i = 0;
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int ret = ACTION_UNKNOWN;
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while (items[i].button_code != BUTTON_NONE)
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{
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if (items[i].button_code == button)
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{
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if ((items[i].pre_button_code == BUTTON_NONE)
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|| (items[i].pre_button_code == last_button))
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{
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ret = items[i].action_code;
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break;
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}
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}
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i++;
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}
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*start = i;
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return ret;
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}
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#if defined(HAVE_LCD_BITMAP) && !defined(BOOTLOADER)
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/*
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* button is horizontally inverted to support RTL language if the given language
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* and context combination require that
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*/
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static int button_flip_horizontally(int context, int button)
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{
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int newbutton;
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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 button;
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}
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newbutton = button &
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~(BUTTON_LEFT | BUTTON_RIGHT
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#if defined(BUTTON_SCROLL_BACK) && defined(BUTTON_SCROLL_FWD) && \
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!defined(SIMULATOR)
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| BUTTON_SCROLL_BACK | BUTTON_SCROLL_FWD
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#endif
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#if defined(BUTTON_MINUS) && defined(BUTTON_PLUS) && \
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!defined(SIMULATOR)
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| BUTTON_MINUS | BUTTON_PLUS
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#endif
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);
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if (button & BUTTON_LEFT)
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newbutton |= BUTTON_RIGHT;
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if (button & BUTTON_RIGHT)
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newbutton |= BUTTON_LEFT;
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#if defined(BUTTON_SCROLL_BACK) && defined(BUTTON_SCROLL_FWD) && \
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!defined(SIMULATOR)
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if (button & BUTTON_SCROLL_BACK)
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newbutton |= BUTTON_SCROLL_FWD;
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if (button & BUTTON_SCROLL_FWD)
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newbutton |= BUTTON_SCROLL_BACK;
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#endif
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#if defined(BUTTON_MINUS) && defined(BUTTON_PLUS) && \
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!defined(SIMULATOR)
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if (button & BUTTON_MINUS)
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newbutton |= BUTTON_PLUS;
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if (button & BUTTON_PLUS)
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newbutton |= BUTTON_MINUS;
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#endif
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return newbutton;
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}
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#endif
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static inline int get_next_context(const struct button_mapping *items, int i)
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{
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while (items[i].button_code != BUTTON_NONE)
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i++;
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return (items[i].action_code == ACTION_NONE ) ?
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CONTEXT_STD :
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items[i].action_code;
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}
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#if defined(HAVE_GUI_BOOST) && defined(HAVE_ADJUSTABLE_CPU_FREQ)
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/* Timeout for gui boost in seconds. */
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#define GUI_BOOST_TIMEOUT (HZ)
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/* Helper function which is called to boost / unboost CPU. This function
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* avoids to increase boost_count with each call of gui_boost(). */
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static void gui_boost(bool want_to_boost)
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{
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static bool boosted = false;
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if (want_to_boost && !boosted)
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{
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cpu_boost(true);
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boosted = true;
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}
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else if (!want_to_boost && boosted)
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{
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cpu_boost(false);
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boosted = false;
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}
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}
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/* gui_unboost_callback() is called GUI_BOOST_TIMEOUT seconds after the
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* last wheel scrolling event. */
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static int gui_unboost_callback(struct timeout *tmo)
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{
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(void)tmo;
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gui_boost(false);
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return 0;
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}
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#endif
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/*
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* int get_action_worker(int context, struct button_mapping *user_mappings,
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int timeout)
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This function searches the button list for the given context for the just
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pressed button.
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If there is a match it returns the value from the list.
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If there is no match..
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the last item in the list "points" to the next context in a chain
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so the "chain" is followed until the button is found.
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putting ACTION_NONE will get CONTEXT_STD which is always the last list checked.
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Timeout can be TIMEOUT_NOBLOCK to return immediatly
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TIMEOUT_BLOCK to wait for a button press
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Any number >0 to wait that many ticks for a press
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*/
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static int get_action_worker(int context, int timeout,
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const struct button_mapping* (*get_context_map)(int) )
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{
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const struct button_mapping *items = NULL;
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int button;
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int i=0;
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int ret = ACTION_UNKNOWN;
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static int last_context = CONTEXT_STD;
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send_event(GUI_EVENT_ACTIONUPDATE, NULL);
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if (timeout == TIMEOUT_NOBLOCK)
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button = button_get(false);
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else if (timeout == TIMEOUT_BLOCK)
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button = button_get(true);
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else
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button = button_get_w_tmo(timeout);
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#if defined(HAVE_GUI_BOOST) && defined(HAVE_ADJUSTABLE_CPU_FREQ)
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static struct timeout gui_unboost;
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/* Boost the CPU in case of wheel scrolling activity in the defined contexts.
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* Call unboost with a timeout of GUI_BOOST_TIMEOUT. */
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if ((button&(BUTTON_SCROLL_BACK|BUTTON_SCROLL_FWD)) &&
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(context == CONTEXT_STD || context == CONTEXT_LIST ||
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context == CONTEXT_MAINMENU || context == CONTEXT_TREE))
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{
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gui_boost(true);
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timeout_register(&gui_unboost, gui_unboost_callback, GUI_BOOST_TIMEOUT, 0);
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}
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#endif
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/* Data from sys events can be pulled with button_get_data
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* multimedia button presses don't go through the action system */
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if (button == BUTTON_NONE || button & (SYS_EVENT|BUTTON_MULTIMEDIA))
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return button;
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/* Don't send any buttons through untill we see the release event */
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if (wait_for_release)
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{
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if (button&BUTTON_REL)
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{
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/* remember the button for the below button eating on context
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* change */
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last_button = button;
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wait_for_release = false;
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}
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return ACTION_NONE;
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}
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if ((context != last_context) && ((last_button & BUTTON_REL) == 0)
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#ifdef HAVE_SCROLLWHEEL
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/* Scrollwheel doesn't generate release events */
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&& !(last_button & (BUTTON_SCROLL_BACK | BUTTON_SCROLL_FWD))
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#endif
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)
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{
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if (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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/* eat all buttons until the previous button was |BUTTON_REL
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(also eat the |BUTTON_REL button) */
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return ACTION_NONE; /* "safest" return value */
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}
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last_context = context;
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#ifndef HAS_BUTTON_HOLD
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screen_has_lock = ((context & ALLOW_SOFTLOCK) == ALLOW_SOFTLOCK);
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if (is_keys_locked())
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{
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if (button == unlock_combo)
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{
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last_button = BUTTON_NONE;
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keys_locked = false;
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splash(HZ/2, str(LANG_KEYLOCK_OFF));
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return ACTION_REDRAW;
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}
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else
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#if (BUTTON_REMOTE != 0)
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if ((button & BUTTON_REMOTE) == 0)
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#endif
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{
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if ((button & BUTTON_REL))
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splash(HZ/2, str(LANG_KEYLOCK_ON));
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return ACTION_REDRAW;
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}
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}
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context &= ~ALLOW_SOFTLOCK;
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#endif /* HAS_BUTTON_HOLD */
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#ifdef HAVE_TOUCHSCREEN
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if (button & BUTTON_TOUCHSCREEN)
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{
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repeated = false;
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short_press = false;
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if (last_button & BUTTON_TOUCHSCREEN)
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{
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if ((button & BUTTON_REL) &&
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((last_button & BUTTON_REPEAT)==0))
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{
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short_press = true;
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}
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else if (button & BUTTON_REPEAT)
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repeated = true;
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}
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last_button = button;
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return ACTION_TOUCHSCREEN;
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}
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#endif
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#if defined(HAVE_LCD_BITMAP) && !defined(BOOTLOADER)
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button = button_flip_horizontally(context, button);
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#endif
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/* logf("%x,%x",last_button,button); */
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while (1)
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{
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/* logf("context = %x",context); */
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#if (BUTTON_REMOTE != 0)
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if (button & BUTTON_REMOTE)
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context |= CONTEXT_REMOTE;
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#endif
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if ((context & CONTEXT_PLUGIN) && get_context_map)
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items = get_context_map(context);
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else
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items = get_context_mapping(context);
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if (items == NULL)
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break;
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ret = do_button_check(items,button,last_button,&i);
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if (ret == ACTION_UNKNOWN)
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{
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context = get_next_context(items,i);
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if (context != (int)CONTEXT_STOPSEARCHING)
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{
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i = 0;
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continue;
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}
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}
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/* Action was found or STOPSEARCHING was specified */
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break;
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}
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/* DEBUGF("ret = %x\n",ret); */
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#ifndef HAS_BUTTON_HOLD
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if (screen_has_lock && (ret == ACTION_STD_KEYLOCK))
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{
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unlock_combo = button;
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keys_locked = true;
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splash(HZ/2, str(LANG_KEYLOCK_ON));
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button_clear_queue();
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return ACTION_REDRAW;
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}
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#endif
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if ((current_tick - last_action_tick < REPEAT_WINDOW_TICKS)
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&& (ret == last_action))
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repeated = true;
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else
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repeated = false;
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last_button = button;
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last_action = ret;
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last_data = button_get_data();
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last_action_tick = current_tick;
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#if CONFIG_CODEC == SWCODEC
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/* Produce keyclick */
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keyclick_click(0, ret);
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#endif
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return ret;
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}
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int get_action(int context, int timeout)
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{
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int button = get_action_worker(context,timeout,NULL);
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#ifdef HAVE_TOUCHSCREEN
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if (button == ACTION_TOUCHSCREEN)
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button = sb_touch_to_button(context);
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#endif
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return button;
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}
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int get_custom_action(int context,int timeout,
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const struct button_mapping* (*get_context_map)(int))
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{
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return get_action_worker(context,timeout,get_context_map);
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}
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bool action_userabort(int timeout)
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{
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int action = get_action_worker(CONTEXT_STD,timeout,NULL);
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bool ret = (action == ACTION_STD_CANCEL);
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if(!ret)
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{
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default_event_handler(action);
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}
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return ret;
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}
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#ifndef HAS_BUTTON_HOLD
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bool is_keys_locked(void)
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{
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return (screen_has_lock && keys_locked);
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}
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#endif
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intptr_t get_action_data(void)
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{
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return last_data;
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}
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int get_action_statuscode(int *button)
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{
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int ret = 0;
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if (button)
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*button = last_button;
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if (last_button & BUTTON_REMOTE)
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ret |= ACTION_REMOTE;
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if (repeated)
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ret |= ACTION_REPEAT;
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return ret;
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}
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#ifdef HAVE_TOUCHSCREEN
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/* return BUTTON_NONE on error
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* BUTTON_REPEAT if repeated press
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* BUTTON_REPEAT|BUTTON_REL if release after repeated press
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* BUTTON_REL if it's a short press = release after press
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* BUTTON_TOUCHSCREEN if press
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*/
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int action_get_touchscreen_press(short *x, short *y)
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{
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static int last_data = 0;
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int data;
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if ((last_button & BUTTON_TOUCHSCREEN) == 0)
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return BUTTON_NONE;
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data = button_get_data();
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if (last_button & BUTTON_REL)
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{
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*x = (last_data&0xffff0000)>>16;
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*y = (last_data&0xffff);
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}
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else
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{
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*x = (data&0xffff0000)>>16;
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*y = (data&0xffff);
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}
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last_data = data;
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if (repeated)
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return BUTTON_REPEAT;
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if (short_press)
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return BUTTON_REL;
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/* This is to return a BUTTON_REL after a BUTTON_REPEAT. */
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if (last_button & BUTTON_REL)
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return BUTTON_REPEAT|BUTTON_REL;
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return BUTTON_TOUCHSCREEN;
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}
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int action_get_touchscreen_press_in_vp(short *x1, short *y1, struct viewport *vp)
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{
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short x, y;
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int ret;
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ret = action_get_touchscreen_press(&x, &y);
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if (ret != BUTTON_NONE && viewport_point_within_vp(vp, x, y))
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{
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*x1 = x - vp->x;
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*y1 = y - vp->y;
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return ret;
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}
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if (ret & BUTTON_TOUCHSCREEN)
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return ACTION_UNKNOWN;
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return BUTTON_NONE;
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}
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#endif
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/* Don't let get_action*() return any ACTION_* values until the current buttons
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* have been released. SYS_* and BUTTON_NONE will go through.
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* Any actions relying on _RELEASE won't get seen.
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*/
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void action_wait_for_release(void)
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{
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wait_for_release = true;
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}
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