/*
 * 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))
        return button;
    /* 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 CONFIG_CODEC == SWCODEC
    /* Produce keyclick */
    keyclick_click(button);
#endif

    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 (screen_has_lock && keys_locked)
    {
        if (button == unlock_combo)
        {
            last_button = BUTTON_NONE;
            keys_locked = false;
            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;
        }
    }
    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));

        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;
    return ret;
}
Esempio n. 2
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/*
 * 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;
}