rockbox/apps/action.c

538 lines
15 KiB
C

/***************************************************************************
* __________ __ ___.
* Open \______ \ ____ ____ | | _\_ |__ _______ ___
* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
* \/ \/ \/ \/ \/
* $Id$
*
* Copyright (C) 2006 Jonathan Gordon
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
* KIND, either express or implied.
*
****************************************************************************/
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include "config.h"
#include "lang.h"
#include "appevents.h"
#include "button.h"
#include "action.h"
#include "kernel.h"
#include "debug.h"
#include "splash.h"
#include "settings.h"
#include "pcmbuf.h"
#include "misc.h"
#if defined(HAVE_LCD_BITMAP) && !defined(BOOTLOADER)
#include "language.h"
#endif
#include "viewport.h"
#ifdef HAVE_TOUCHSCREEN
#include "statusbar-skinned.h"
#endif
static int last_button = BUTTON_NONE|BUTTON_REL; /* allow the ipod wheel to
work on startup */
static intptr_t last_data = 0;
static int last_action = ACTION_NONE;
static bool repeated = false;
static bool wait_for_release = false;
#ifdef HAVE_TOUCHSCREEN
static bool short_press = false;
#endif
#define REPEAT_WINDOW_TICKS HZ/4
static int last_action_tick = 0;
/* software keylock stuff */
#ifndef HAS_BUTTON_HOLD
static bool keys_locked = false;
static int unlock_combo = BUTTON_NONE;
static bool screen_has_lock = false;
#endif /* HAVE_SOFTWARE_KEYLOCK */
/*
* do_button_check is the worker function for get_default_action.
* returns ACTION_UNKNOWN or the requested return value from the list.
*/
static inline int do_button_check(const struct button_mapping *items,
int button, int last_button, int *start)
{
int i = 0;
int ret = ACTION_UNKNOWN;
while (items[i].button_code != BUTTON_NONE)
{
if (items[i].button_code == button)
{
/*
CAVEAT: This will allways return the action without pre_button_code if it has a
lower index in the list.
*/
if ((items[i].pre_button_code == BUTTON_NONE)
|| (items[i].pre_button_code == last_button))
{
ret = items[i].action_code;
break;
}
}
i++;
}
*start = i;
return ret;
}
#if defined(HAVE_LCD_BITMAP) && !defined(BOOTLOADER)
/*
* button is horizontally inverted to support RTL language if the given language
* and context combination require that
*/
static int button_flip_horizontally(int context, int button)
{
int newbutton;
if (!(lang_is_rtl() && ((context == CONTEXT_STD) ||
(context == CONTEXT_TREE) || (context == CONTEXT_LIST) ||
(context == CONTEXT_MAINMENU))))
{
return button;
}
newbutton = button &
~(BUTTON_LEFT | BUTTON_RIGHT
#if defined(BUTTON_SCROLL_BACK) && defined(BUTTON_SCROLL_FWD) && \
!defined(SIMULATOR)
| BUTTON_SCROLL_BACK | BUTTON_SCROLL_FWD
#endif
#if defined(BUTTON_MINUS) && defined(BUTTON_PLUS) && \
!defined(SIMULATOR)
| BUTTON_MINUS | BUTTON_PLUS
#endif
);
if (button & BUTTON_LEFT)
newbutton |= BUTTON_RIGHT;
if (button & BUTTON_RIGHT)
newbutton |= BUTTON_LEFT;
#if defined(BUTTON_SCROLL_BACK) && defined(BUTTON_SCROLL_FWD) && \
!defined(SIMULATOR)
if (button & BUTTON_SCROLL_BACK)
newbutton |= BUTTON_SCROLL_FWD;
if (button & BUTTON_SCROLL_FWD)
newbutton |= BUTTON_SCROLL_BACK;
#endif
#if defined(BUTTON_MINUS) && defined(BUTTON_PLUS) && \
!defined(SIMULATOR)
if (button & BUTTON_MINUS)
newbutton |= BUTTON_PLUS;
if (button & BUTTON_PLUS)
newbutton |= BUTTON_MINUS;
#endif
return newbutton;
}
#endif
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;
}
#if defined(HAVE_GUI_BOOST) && defined(HAVE_ADJUSTABLE_CPU_FREQ)
/* Timeout for gui boost in seconds. */
#define GUI_BOOST_TIMEOUT (HZ)
/* Helper function which is called to boost / unboost CPU. This function
* avoids to increase boost_count with each call of gui_boost(). */
static void gui_boost(bool want_to_boost)
{
static bool boosted = false;
if (want_to_boost && !boosted)
{
cpu_boost(true);
boosted = true;
}
else if (!want_to_boost && boosted)
{
cpu_boost(false);
boosted = false;
}
}
/* gui_unboost_callback() is called GUI_BOOST_TIMEOUT seconds after the
* last wheel scrolling event. */
static int gui_unboost_callback(struct timeout *tmo)
{
(void)tmo;
gui_boost(false);
return 0;
}
#endif
/*
* int get_action_worker(int context, struct button_mapping *user_mappings,
int timeout)
This function searches the button list for the given 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.
putting ACTION_NONE will get CONTEXT_STD which is always the last list checked.
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(int context, int timeout,
const struct button_mapping* (*get_context_map)(int) )
{
const struct button_mapping *items = NULL;
int button;
int i=0;
int ret = ACTION_UNKNOWN;
static int last_context = CONTEXT_STD;
send_event(GUI_EVENT_ACTIONUPDATE, NULL);
if (timeout == TIMEOUT_NOBLOCK)
button = button_get(false);
else if (timeout == TIMEOUT_BLOCK)
button = button_get(true);
else
button = button_get_w_tmo(timeout);
#if defined(HAVE_GUI_BOOST) && defined(HAVE_ADJUSTABLE_CPU_FREQ)
static struct timeout gui_unboost;
/* Boost the CPU in case of wheel scrolling activity in the defined contexts.
* Call unboost with a timeout of GUI_BOOST_TIMEOUT. */
if ((button&(BUTTON_SCROLL_BACK|BUTTON_SCROLL_FWD)) &&
(context == CONTEXT_STD || context == CONTEXT_LIST ||
context == CONTEXT_MAINMENU || context == CONTEXT_TREE))
{
gui_boost(true);
timeout_register(&gui_unboost, gui_unboost_callback, GUI_BOOST_TIMEOUT, 0);
}
#endif
/* Data from sys events can be pulled with button_get_data
* multimedia button presses don't go through the action system */
if (button == BUTTON_NONE || button & (SYS_EVENT|BUTTON_MULTIMEDIA))
{
/* no button pressed so no point in waiting for release */
if (button == BUTTON_NONE)
wait_for_release = false;
return button;
}
/* the special redraw button should result in a screen refresh */
if (button == BUTTON_REDRAW)
return ACTION_REDRAW;
/* if action_wait_for_release() was called without a button being pressed
* then actually waiting for release would do the wrong thing, i.e.
* the next key press is entirely ignored. So, if here comes a normal
* button press (neither release nor repeat) the press is a fresh one and
* no point in waiting for release
*
* This logic doesn't work for touchscreen which can send normal
* button events repeatedly before the first repeat (as in BUTTON_REPEAT).
* These cannot be distinguished from the very first touch
* but there's nothing we can do about it here */
if ((button & (BUTTON_REPEAT|BUTTON_REL)) == 0)
wait_for_release = false;
/* Don't send any buttons through untill we see the release event */
if (wait_for_release)
{
if (button&BUTTON_REL)
{
/* remember the button for the below button eating on context
* change */
last_button = button;
wait_for_release = false;
}
return ACTION_NONE;
}
if ((context != last_context) && ((last_button & BUTTON_REL) == 0)
#ifdef HAVE_SCROLLWHEEL
/* Scrollwheel doesn't generate release events */
&& !(last_button & (BUTTON_SCROLL_BACK | BUTTON_SCROLL_FWD))
#endif
)
{
if (button & BUTTON_REL)
{
last_button = button;
last_action = ACTION_NONE;
}
/* eat all buttons until the previous button was |BUTTON_REL
(also eat the |BUTTON_REL button) */
return ACTION_NONE; /* "safest" return value */
}
last_context = context;
#ifndef HAS_BUTTON_HOLD
screen_has_lock = ((context & ALLOW_SOFTLOCK) == ALLOW_SOFTLOCK);
if (is_keys_locked())
{
if (button == unlock_combo)
{
last_button = BUTTON_NONE;
keys_locked = false;
#if defined(HAVE_TOUCHPAD) || defined(HAVE_TOUCHSCREEN)
/* enable back touch device */
button_enable_touch(true);
#endif
splash(HZ/2, str(LANG_KEYLOCK_OFF));
return ACTION_REDRAW;
}
else
#if (BUTTON_REMOTE != 0)
if ((button & BUTTON_REMOTE) == 0)
#endif
{
if ((button & BUTTON_REL))
splash(HZ/2, str(LANG_KEYLOCK_ON));
return ACTION_REDRAW;
}
}
#if defined(HAVE_TOUCHPAD) || defined(HAVE_TOUCHSCREEN)
else
{
/* make sure touchpad get reactivated if we quit the screen */
button_enable_touch(true);
}
#endif
context &= ~ALLOW_SOFTLOCK;
#endif /* HAS_BUTTON_HOLD */
#ifdef HAVE_TOUCHSCREEN
if (button & BUTTON_TOUCHSCREEN)
{
repeated = false;
short_press = false;
if (last_button & BUTTON_TOUCHSCREEN)
{
if ((button & BUTTON_REL) &&
((last_button & BUTTON_REPEAT)==0))
{
short_press = true;
}
else if (button & BUTTON_REPEAT)
repeated = true;
}
last_button = button;
return ACTION_TOUCHSCREEN;
}
#endif
#if defined(HAVE_LCD_BITMAP) && !defined(BOOTLOADER)
button = button_flip_horizontally(context, button);
#endif
/* logf("%x,%x",last_button,button); */
while (1)
{
/* logf("context = %x",context); */
#if (BUTTON_REMOTE != 0)
if (button & BUTTON_REMOTE)
context |= CONTEXT_REMOTE;
#endif
if ((context & CONTEXT_PLUGIN) && get_context_map)
items = get_context_map(context);
else
items = get_context_mapping(context);
if (items == NULL)
break;
ret = do_button_check(items,button,last_button,&i);
if (ret == ACTION_UNKNOWN)
{
context = get_next_context(items,i);
if (context != (int)CONTEXT_STOPSEARCHING)
{
i = 0;
continue;
}
}
/* Action was found or STOPSEARCHING was specified */
break;
}
/* DEBUGF("ret = %x\n",ret); */
#ifndef HAS_BUTTON_HOLD
if (screen_has_lock && (ret == ACTION_STD_KEYLOCK))
{
unlock_combo = button;
keys_locked = true;
splash(HZ/2, str(LANG_KEYLOCK_ON));
#if defined(HAVE_TOUCHPAD) || defined(HAVE_TOUCHSCREEN)
/* disable touch device on keylock */
button_enable_touch(false);
#endif
button_clear_queue();
return ACTION_REDRAW;
}
#endif
if ((current_tick - last_action_tick < REPEAT_WINDOW_TICKS)
&& (ret == last_action))
repeated = true;
else
repeated = false;
last_button = button;
last_action = ret;
last_data = button_get_data();
last_action_tick = current_tick;
#if CONFIG_CODEC == SWCODEC
/* Produce keyclick */
keyclick_click(false, ret);
#endif
return ret;
}
int get_action(int context, int timeout)
{
int button = get_action_worker(context,timeout,NULL);
#ifdef HAVE_TOUCHSCREEN
if (button == ACTION_TOUCHSCREEN)
button = sb_touch_to_button(context);
#endif
return button;
}
int get_custom_action(int context,int timeout,
const struct button_mapping* (*get_context_map)(int))
{
return get_action_worker(context,timeout,get_context_map);
}
bool action_userabort(int timeout)
{
int action = get_action_worker(CONTEXT_STD,timeout,NULL);
bool ret = (action == ACTION_STD_CANCEL);
if(!ret)
{
default_event_handler(action);
}
return ret;
}
#ifndef HAS_BUTTON_HOLD
bool is_keys_locked(void)
{
return (screen_has_lock && keys_locked);
}
#endif
intptr_t get_action_data(void)
{
return last_data;
}
int get_action_statuscode(int *button)
{
int ret = 0;
if (button)
*button = last_button;
if (last_button & BUTTON_REMOTE)
ret |= ACTION_REMOTE;
if (repeated)
ret |= ACTION_REPEAT;
return ret;
}
#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)
{
static int last_data = 0;
int data;
if ((last_button & BUTTON_TOUCHSCREEN) == 0)
return BUTTON_NONE;
data = button_get_data();
if (last_button & BUTTON_REL)
{
*x = (last_data&0xffff0000)>>16;
*y = (last_data&0xffff);
}
else
{
*x = (data&0xffff0000)>>16;
*y = (data&0xffff);
}
last_data = data;
if (repeated)
return BUTTON_REPEAT;
if (short_press)
return BUTTON_REL;
/* This is to return a BUTTON_REL after a BUTTON_REPEAT. */
if (last_button & BUTTON_REL)
return BUTTON_REPEAT|BUTTON_REL;
return BUTTON_TOUCHSCREEN;
}
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 (ret & BUTTON_TOUCHSCREEN)
return ACTION_UNKNOWN;
return BUTTON_NONE;
}
#endif
/* Don't let get_action*() return any ACTION_* values until the current buttons
* have been released. SYS_* and BUTTON_NONE will go through.
* Any actions relying on _RELEASE won't get seen.
*
* Note this doesn't currently work for touchscreen targets if called
* when the screen isn't currently touched, because they can send normal
* (non-BUTTON_REPEAT) events repeatedly, if the touch coordinates change.
* This cannot be distinguished from normal buttons events.
*/
void action_wait_for_release(void)
{
wait_for_release = true;
}