/*************************************************************************** * __________ __ ___. * 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. * ****************************************************************************/ /* Button Code Definitions for the toshiba gigabeat target */ #include #include #include #include "config.h" #include "action.h" #include "button.h" #include "settings.h" /* * The format of the list is as follows * { Action Code, Button code, Prereq button code } * if there's no need to check the previous button's value, use BUTTON_NONE * Insert LAST_ITEM_IN_LIST at the end of each mapping */ /* CONTEXT_CUSTOM's used in this file... CONTEXT_CUSTOM|CONTEXT_TREE = the standard list/tree defines (without directions) CONTEXT_CUSTOM|CONTEXT_SETTINGS = the direction keys for the eq/col picker screens i.e where up/down is inc/dec CONTEXT_SETTINGS = up/down is prev/next, l/r is inc/dec */ static const struct button_mapping button_context_standard[] = { { ACTION_STD_PREV, BUTTON_UP, BUTTON_NONE }, { ACTION_STD_PREVREPEAT, BUTTON_UP|BUTTON_REPEAT, BUTTON_NONE }, { ACTION_STD_NEXT, BUTTON_DOWN, BUTTON_NONE }, { ACTION_STD_NEXTREPEAT, BUTTON_DOWN|BUTTON_REPEAT, BUTTON_NONE }, { ACTION_STD_CANCEL, BUTTON_LEFT, BUTTON_NONE }, { ACTION_STD_CONTEXT, BUTTON_SELECT|BUTTON_REPEAT,BUTTON_SELECT }, { ACTION_STD_QUICKSCREEN, BUTTON_MENU|BUTTON_REPEAT, BUTTON_MENU }, { ACTION_STD_MENU, BUTTON_MENU|BUTTON_REL, BUTTON_MENU }, { ACTION_STD_OK, BUTTON_SELECT|BUTTON_REL, BUTTON_SELECT }, { ACTION_STD_OK, BUTTON_RIGHT, BUTTON_NONE }, LAST_ITEM_IN_LIST }; /* button_context_standard */ static const struct button_mapping button_context_wps[] = { { ACTION_WPS_PLAY, BUTTON_PLAY|BUTTON_REL, BUTTON_PLAY }, { ACTION_WPS_STOP, BUTTON_PLAY|BUTTON_REPEAT, BUTTON_NONE }, { ACTION_WPS_SKIPNEXT, BUTTON_RIGHT|BUTTON_REL, BUTTON_RIGHT }, { ACTION_WPS_SKIPPREV, BUTTON_LEFT|BUTTON_REL, BUTTON_LEFT }, { ACTION_WPS_SEEKBACK, BUTTON_LEFT|BUTTON_REPEAT, BUTTON_NONE }, { ACTION_WPS_SEEKFWD, BUTTON_RIGHT|BUTTON_REPEAT, BUTTON_NONE }, { ACTION_WPS_STOPSEEK, BUTTON_LEFT|BUTTON_REL, BUTTON_LEFT|BUTTON_REPEAT }, { ACTION_WPS_STOPSEEK, BUTTON_RIGHT|BUTTON_REL, BUTTON_RIGHT|BUTTON_REPEAT }, { ACTION_WPS_ABSETB_NEXTDIR, BUTTON_PLAY|BUTTON_RIGHT, BUTTON_NONE }, { ACTION_WPS_ABSETA_PREVDIR, BUTTON_PLAY|BUTTON_LEFT, BUTTON_NONE }, { ACTION_WPS_ABRESET, BUTTON_PLAY|BUTTON_SELECT, BUTTON_NONE }, { ACTION_WPS_VOLDOWN, BUTTON_DOWN|BUTTON_REPEAT, BUTTON_NONE }, { ACTION_WPS_VOLDOWN, BUTTON_DOWN, BUTTON_NONE }, { ACTION_WPS_VOLUP, BUTTON_UP|BUTTON_REPEAT, BUTTON_NONE }, { ACTION_WPS_VOLUP, BUTTON_UP, BUTTON_NONE }, { ACTION_WPS_PITCHSCREEN, BUTTON_PLAY|BUTTON_UP, BUTTON_PLAY }, { ACTION_WPS_VIEW_PLAYLIST, BUTTON_PLAY|BUTTON_DOWN, BUTTON_PLAY }, { ACTION_WPS_QUICKSCREEN, BUTTON_MENU|BUTTON_REPEAT, BUTTON_MENU }, { ACTION_WPS_MENU, BUTTON_MENU|BUTTON_REL, BUTTON_MENU }, { ACTION_WPS_CONTEXT, BUTTON_SELECT|BUTTON_REPEAT, BUTTON_SELECT }, { ACTION_WPS_ID3SCREEN, BUTTON_PLAY|BUTTON_MENU, BUTTON_NONE }, { ACTION_WPS_BROWSE, BUTTON_SELECT|BUTTON_REL, BUTTON_SELECT }, LAST_ITEM_IN_LIST }; /* button_context_wps */ static const struct button_mapping button_context_list[] = { { ACTION_LISTTREE_PGUP, BUTTON_PLAY|BUTTON_UP, BUTTON_PLAY }, { ACTION_LISTTREE_PGUP, BUTTON_UP|BUTTON_REL, BUTTON_PLAY|BUTTON_UP }, { ACTION_LISTTREE_PGUP, BUTTON_PLAY|BUTTON_UP|BUTTON_REPEAT, BUTTON_NONE }, { ACTION_LISTTREE_PGDOWN, BUTTON_PLAY|BUTTON_DOWN, BUTTON_PLAY }, { ACTION_LISTTREE_PGDOWN, BUTTON_DOWN|BUTTON_REL, BUTTON_PLAY|BUTTON_DOWN }, { ACTION_LISTTREE_PGDOWN, BUTTON_PLAY|BUTTON_DOWN|BUTTON_REPEAT, BUTTON_NONE }, LAST_ITEM_IN_LIST__NEXTLIST(CONTEXT_STD) }; /* button_context_list */ static const struct button_mapping button_context_tree[] = { { ACTION_TREE_WPS, BUTTON_PLAY|BUTTON_REL, BUTTON_PLAY }, { ACTION_TREE_STOP, BUTTON_PLAY|BUTTON_REPEAT, BUTTON_NONE }, LAST_ITEM_IN_LIST__NEXTLIST(CONTEXT_LIST) }; /* button_context_tree */ static const struct button_mapping button_context_listtree_scroll_with_combo[] = { { ACTION_NONE, BUTTON_PLAY, BUTTON_NONE }, { ACTION_TREE_PGLEFT, BUTTON_PLAY|BUTTON_LEFT, BUTTON_PLAY }, { ACTION_TREE_PGLEFT, BUTTON_LEFT|BUTTON_REL, BUTTON_PLAY|BUTTON_LEFT }, { ACTION_TREE_PGLEFT, BUTTON_PLAY|BUTTON_LEFT, BUTTON_LEFT|BUTTON_REL }, { ACTION_TREE_ROOT_INIT, BUTTON_PLAY|BUTTON_LEFT|BUTTON_REPEAT, BUTTON_PLAY|BUTTON_LEFT }, { ACTION_TREE_PGLEFT, BUTTON_PLAY|BUTTON_LEFT|BUTTON_REPEAT, BUTTON_NONE }, { ACTION_TREE_PGRIGHT, BUTTON_PLAY|BUTTON_RIGHT, BUTTON_PLAY }, { ACTION_TREE_PGRIGHT, BUTTON_RIGHT|BUTTON_REL, BUTTON_PLAY|BUTTON_RIGHT }, { ACTION_TREE_PGRIGHT, BUTTON_PLAY|BUTTON_RIGHT, BUTTON_RIGHT|BUTTON_REL }, { ACTION_TREE_PGRIGHT, BUTTON_PLAY|BUTTON_RIGHT|BUTTON_REPEAT, BUTTON_NONE }, LAST_ITEM_IN_LIST__NEXTLIST(CONTEXT_CUSTOM|CONTEXT_TREE), }; static const struct button_mapping button_context_listtree_scroll_without_combo[] = { { ACTION_NONE, BUTTON_LEFT, BUTTON_NONE }, { ACTION_STD_CANCEL, BUTTON_LEFT|BUTTON_REL, BUTTON_LEFT }, { ACTION_TREE_ROOT_INIT, BUTTON_LEFT|BUTTON_REPEAT, BUTTON_LEFT }, { ACTION_TREE_PGLEFT, BUTTON_LEFT|BUTTON_REPEAT, BUTTON_NONE }, { ACTION_TREE_PGLEFT, BUTTON_LEFT|BUTTON_REL, BUTTON_LEFT|BUTTON_REPEAT }, { ACTION_NONE, BUTTON_RIGHT, BUTTON_NONE }, { ACTION_STD_OK, BUTTON_RIGHT|BUTTON_REL, BUTTON_RIGHT }, { ACTION_TREE_PGRIGHT, BUTTON_RIGHT|BUTTON_REPEAT, BUTTON_NONE }, { ACTION_TREE_PGRIGHT, BUTTON_RIGHT|BUTTON_REL, BUTTON_RIGHT|BUTTON_REPEAT }, LAST_ITEM_IN_LIST__NEXTLIST(CONTEXT_CUSTOM|CONTEXT_TREE), }; static const struct button_mapping button_context_settings[] = { { ACTION_SETTINGS_INC, BUTTON_UP, BUTTON_NONE }, { ACTION_SETTINGS_INCREPEAT, BUTTON_UP|BUTTON_REPEAT, BUTTON_NONE }, { ACTION_SETTINGS_DEC, BUTTON_DOWN, BUTTON_NONE }, { ACTION_SETTINGS_DECREPEAT, BUTTON_DOWN|BUTTON_REPEAT, BUTTON_NONE }, { ACTION_STD_PREV, BUTTON_LEFT, BUTTON_NONE }, { ACTION_STD_PREVREPEAT, BUTTON_LEFT|BUTTON_REPEAT, BUTTON_NONE }, { ACTION_STD_NEXT, BUTTON_RIGHT, BUTTON_NONE }, { ACTION_STD_NEXTREPEAT, BUTTON_RIGHT|BUTTON_REPEAT, BUTTON_NONE }, { ACTION_SETTINGS_RESET, BUTTON_PLAY, BUTTON_NONE }, LAST_ITEM_IN_LIST__NEXTLIST(CONTEXT_STD) }; /* button_context_settings */ static const struct button_mapping button_context_settings_right_is_inc[] = { { ACTION_SETTINGS_INC, BUTTON_RIGHT, BUTTON_NONE }, { ACTION_SETTINGS_INCREPEAT, BUTTON_RIGHT|BUTTON_REPEAT, BUTTON_NONE }, { ACTION_SETTINGS_DEC, BUTTON_LEFT, BUTTON_NONE }, { ACTION_SETTINGS_DECREPEAT, BUTTON_LEFT|BUTTON_REPEAT, BUTTON_NONE }, { ACTION_STD_PREV, BUTTON_UP, BUTTON_NONE }, { ACTION_STD_PREVREPEAT, BUTTON_UP|BUTTON_REPEAT, BUTTON_NONE }, { ACTION_STD_NEXT, BUTTON_DOWN, BUTTON_NONE }, { ACTION_STD_NEXTREPEAT, BUTTON_DOWN|BUTTON_REPEAT, BUTTON_NONE }, { ACTION_SETTINGS_RESET, BUTTON_PLAY, BUTTON_NONE }, LAST_ITEM_IN_LIST__NEXTLIST(CONTEXT_STD) }; /* button_context_settingsgraphical */ static const struct button_mapping button_context_yesno[] = { { ACTION_YESNO_ACCEPT, BUTTON_SELECT, BUTTON_NONE }, LAST_ITEM_IN_LIST__NEXTLIST(CONTEXT_STD) }; /* button_context_settings_yesno */ static const struct button_mapping button_context_colorchooser[] = { { ACTION_STD_OK, BUTTON_PLAY|BUTTON_REL, BUTTON_NONE }, LAST_ITEM_IN_LIST__NEXTLIST(CONTEXT_CUSTOM|CONTEXT_SETTINGS), }; /* button_context_colorchooser */ static const struct button_mapping button_context_eq[] = { { ACTION_STD_OK, BUTTON_SELECT|BUTTON_REL, BUTTON_NONE }, LAST_ITEM_IN_LIST__NEXTLIST(CONTEXT_CUSTOM|CONTEXT_SETTINGS), }; /* button_context_eq */ /** Bookmark Screen **/ static const struct button_mapping button_context_bmark[] = { { ACTION_BMS_DELETE, BUTTON_PLAY, BUTTON_NONE }, LAST_ITEM_IN_LIST__NEXTLIST(CONTEXT_LIST), }; /* button_context_bmark */ static const struct button_mapping button_context_time[] = { { ACTION_STD_CANCEL, BUTTON_LEFT, BUTTON_NONE }, { ACTION_STD_OK, BUTTON_PLAY, BUTTON_NONE }, LAST_ITEM_IN_LIST__NEXTLIST(CONTEXT_SETTINGS), }; /* button_context_time */ static const struct button_mapping button_context_quickscreen[] = { { ACTION_QS_DOWNINV, BUTTON_UP, BUTTON_NONE }, { ACTION_QS_DOWNINV, BUTTON_UP|BUTTON_REPEAT, BUTTON_NONE }, { ACTION_QS_DOWN, BUTTON_DOWN, BUTTON_NONE }, { ACTION_QS_DOWN, BUTTON_DOWN|BUTTON_REPEAT, BUTTON_NONE }, { ACTION_QS_LEFT, BUTTON_LEFT, BUTTON_NONE }, { ACTION_QS_LEFT, BUTTON_LEFT|BUTTON_REPEAT, BUTTON_NONE }, { ACTION_QS_RIGHT, BUTTON_RIGHT, BUTTON_NONE }, { ACTION_QS_RIGHT, BUTTON_RIGHT|BUTTON_REPEAT, BUTTON_NONE }, { ACTION_STD_CANCEL, BUTTON_MENU, BUTTON_NONE }, LAST_ITEM_IN_LIST__NEXTLIST(CONTEXT_STD) }; /* button_context_quickscreen */ static const struct button_mapping button_context_pitchscreen[] = { { ACTION_PS_INC_SMALL, BUTTON_UP, BUTTON_NONE }, { ACTION_PS_INC_BIG, BUTTON_UP|BUTTON_REPEAT, BUTTON_NONE }, { ACTION_PS_DEC_SMALL, BUTTON_DOWN, BUTTON_NONE }, { ACTION_PS_DEC_BIG, BUTTON_DOWN|BUTTON_REPEAT, BUTTON_NONE }, { ACTION_PS_NUDGE_LEFT, BUTTON_LEFT, BUTTON_NONE }, { ACTION_PS_NUDGE_LEFTOFF, BUTTON_LEFT|BUTTON_REL, BUTTON_NONE }, { ACTION_PS_NUDGE_RIGHT, BUTTON_RIGHT, BUTTON_NONE }, { ACTION_PS_NUDGE_RIGHTOFF, BUTTON_RIGHT|BUTTON_REL, BUTTON_NONE }, { ACTION_PS_TOGGLE_MODE, BUTTON_MENU, BUTTON_NONE }, { ACTION_PS_RESET, BUTTON_PLAY, BUTTON_NONE }, { ACTION_PS_EXIT, BUTTON_PLAY|BUTTON_REPEAT, BUTTON_NONE }, { ACTION_PS_SLOWER, BUTTON_LEFT|BUTTON_REPEAT, BUTTON_NONE }, { ACTION_PS_FASTER, BUTTON_RIGHT|BUTTON_REPEAT, BUTTON_NONE }, LAST_ITEM_IN_LIST__NEXTLIST(CONTEXT_STD) }; /* button_context_pitchcreen */ static const struct button_mapping button_context_keyboard[] = { { ACTION_KBD_LEFT, BUTTON_LEFT, BUTTON_NONE }, { ACTION_KBD_LEFT, BUTTON_LEFT|BUTTON_REPEAT, BUTTON_NONE }, { ACTION_KBD_RIGHT, BUTTON_RIGHT, BUTTON_NONE }, { ACTION_KBD_RIGHT, BUTTON_RIGHT|BUTTON_REPEAT, BUTTON_NONE }, { ACTION_KBD_CURSOR_LEFT, BUTTON_PLAY|BUTTON_LEFT, BUTTON_NONE }, { ACTION_KBD_CURSOR_LEFT, BUTTON_PLAY|BUTTON_LEFT|BUTTON_REPEAT, BUTTON_NONE }, { ACTION_KBD_CURSOR_RIGHT, BUTTON_PLAY|BUTTON_RIGHT, BUTTON_NONE }, { ACTION_KBD_CURSOR_RIGHT, BUTTON_PLAY|BUTTON_RIGHT|BUTTON_REPEAT, BUTTON_NONE }, { ACTION_KBD_SELECT, BUTTON_SELECT, BUTTON_NONE }, { ACTION_KBD_PAGE_FLIP, BUTTON_PLAY|BUTTON_MENU, BUTTON_NONE }, { ACTION_KBD_DONE, BUTTON_PLAY|BUTTON_REL, BUTTON_PLAY }, { ACTION_KBD_ABORT, BUTTON_PLAY|BUTTON_REPEAT, BUTTON_NONE }, { ACTION_KBD_BACKSPACE, BUTTON_MENU, BUTTON_NONE }, { ACTION_KBD_BACKSPACE, BUTTON_MENU|BUTTON_REPEAT, BUTTON_NONE }, { ACTION_KBD_UP, BUTTON_UP, BUTTON_NONE }, { ACTION_KBD_UP, BUTTON_UP|BUTTON_REPEAT, BUTTON_NONE }, { ACTION_KBD_DOWN, BUTTON_DOWN, BUTTON_NONE }, { ACTION_KBD_DOWN, BUTTON_DOWN|BUTTON_REPEAT, BUTTON_NONE }, // { ACTION_KBD_MORSE_INPUT, BUTTON_PLAY|BUTTON_POWER, BUTTON_NONE }, { ACTION_KBD_MORSE_SELECT, BUTTON_SELECT|BUTTON_REL, BUTTON_NONE }, LAST_ITEM_IN_LIST }; /* button_context_keyboard */ const struct button_mapping* get_context_mapping(int context) { switch (context) { case CONTEXT_STD: return button_context_standard; case CONTEXT_WPS: return button_context_wps; case CONTEXT_LIST: return button_context_list; case CONTEXT_MAINMENU: case CONTEXT_TREE: if (global_settings.hold_lr_for_scroll_in_list) return button_context_listtree_scroll_without_combo; else return button_context_listtree_scroll_with_combo; case CONTEXT_CUSTOM|CONTEXT_TREE: return button_context_tree; case CONTEXT_SETTINGS: return button_context_settings; case CONTEXT_CUSTOM|CONTEXT_SETTINGS: return button_context_settings_right_is_inc; case CONTEXT_SETTINGS_COLOURCHOOSER: return button_context_colorchooser; case CONTEXT_SETTINGS_EQ: return button_context_eq; case CONTEXT_SETTINGS_TIME: return button_context_time; case CONTEXT_YESNOSCREEN: return button_context_yesno; case CONTEXT_BOOKMARKSCREEN: return button_context_bmark; case CONTEXT_QUICKSCREEN: return button_context_quickscreen; case CONTEXT_PITCHSCREEN: return button_context_pitchscreen; case CONTEXT_KEYBOARD: return button_context_keyboard; } return button_context_standard; }