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/***************************************************************************
* __________ __ ___.
* Open \______ \ ____ ____ | | _\_ |__ _______ ___
* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
* \/ \/ \/ \/ \/
* $Id$
*
* Copyright (C) 2008 by Maurus Cuelenaere
* Copyright (C) 2009 by Karl Kurbjun
*
* 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 "plugin.h"
#ifdef HAVE_TOUCHSCREEN
#include "pluginlib_touchscreen.h"
/*******************************************************************************
* Touchbutton functions: These functions allow the plugin to specify a button
* location that, in turn gets mapped to a button press return value.
******************************************************************************/
/* touchbutton_get:
* This function checks the touchbutton structure passed to it for hits. When
* one is found it returns action.
* inputs:
* struct touchbutton *data: This is intended to be an array of
* touchbuttons of size num_buttons. Each element in the array defines
* one button.
* int button: This is the button return value from a button_get() call.
* It is used to determine REPEAT/RELEASE events.
* int num_buttons: This tells touchbutton_get how many elements are in
* data.
* return:
* If a touch occured over one of the defined buttons, return action, else
* return 0.
*/
int touchbutton_get(struct touchbutton *data, int button, int num_buttons) {
short x,y;
/* Get the x/y location of the button press, this is set by button_get when
* a button is pulled from the queue.
*/
x = rb->button_get_data() >> 16;
y = (short) rb->button_get_data();
struct viewport *v;
int i;
/* Loop over the data array to check if any of the buttons were pressed */
for (i=0; i<num_buttons; i++) {
v=&data[i].vp;
/* See if the point is inside the button viewport */
if( x >= v->x && x < (v->x + v->width) &&
y >= v->y && y < (v->y + v->height) ) {
if( ((button & BUTTON_REPEAT) && data[i].repeat) ||
((button & BUTTON_REL) && !data[i].repeat) ) {
return data[i].action;
}
}
}
return 0;
}
/* touchbutton_draw:
* This function draws the button with the associated text as long as the
* invisible flag is not set. Support for pixmaps needs to be added.
* inputs:
* struct touchbutton *data: This is intended to be an array of
* touchbuttons of size num_buttons. Each element in the array defines
* one button.
* int num_buttons: This tells touchbutton_get how many elements are in
* data.
* return:
* If a touch occured over one of the defined buttons, return action, else
* return 0.
*/
void touchbutton_draw(struct touchbutton *data, int num_buttons) {
int i;
/* These store the width and height of the title offset */
int title_width, title_height;
/* Loop over all the elements in data */
for(i=0; i<num_buttons; i++) {
/* Is this a visible button? */
if(!data[i].invisible) {
/* Set the current viewport to the button so that all drawing
* operations are within the button location.
*/
rb->screens[SCREEN_MAIN]->set_viewport(&data[i].vp);
/* Get the string size so that the title can be centered. */
rb->lcd_getstringsize(data[i].title, &title_width, &title_height);
/* Center the title vertically */
title_height=(data[i].vp.height-title_height)/2;
/* If the above calculation was negative, reset to 0 */
if(title_height<0) {
title_height=0;
}
/* Center the title horizontally */
title_width=(data[i].vp.width-title_width)/2;
/* If the above calculation was negative, reset to 0 */
if(title_width<0) {
title_width=0;
}
/* If the width offset was 0, use a scrolling puts, else center and
* print the title.
*/
if(title_width==0) {
rb->lcd_puts_scroll(0, 0, data[i].title);
} else {
rb->lcd_putsxy(title_width, title_height, data[i].title);
}
/* Draw bounding box around the button location. */
rb->lcd_drawrect( 0, 0, data[i].vp.width, data[i].vp.height);
}
}
rb->screens[SCREEN_MAIN]->set_viewport(NULL); /* Go back to the default viewport */
}
/*******************************************************************************
* Touchmap functions: Not sure how exactly these functions are used, comments
* needed!!!
******************************************************************************/
unsigned int touchscreen_map(struct ts_mappings *map, int x, int y)
{
int i;
for(i=0; i < map->amount; i++)
{
#define _MAP(x) (map->mappings[x])
if(x > _MAP(i).tl_x && x < (_MAP(i).tl_x+_MAP(i).width)
&& y > _MAP(i).tl_y && y < (_MAP(i).tl_y+_MAP(i).height))
return i;
}
return -1;
}
unsigned int touchscreen_map_raster(struct ts_raster *map, int x, int y, struct ts_raster_result *result)
{
int res1_x, res2_x, res1_y, res2_y;
if((x - map->tl_x) < 0 ||
(x - map->tl_x) > map->width)
return -1;
res1_x = (x - map->tl_x)/(map->raster_width);
res2_x = (x - map->tl_x)%(map->raster_width);
if((y - map->tl_y) < 0 ||
(y - map->tl_y) > map->height)
return -1;
res1_y = (y - map->tl_y)/(map->raster_height);
res2_y = (y - map->tl_y)%(map->raster_height);
if(res2_x == 0 || res2_y == 0) /* pen hit a raster boundary */
return -2;
else
{
(*result).x = res1_x;
(*result).y = res1_y;
return 1;
}
}
struct ts_raster_button_result touchscreen_raster_map_button(struct ts_raster_button_mapping *map, int x, int y, int button)
{
struct ts_raster_button_result ret = {0, {0, 0}, {0, 0}};
struct ts_raster_result tmp;
ret.action = TS_ACTION_NONE;
if(touchscreen_map_raster(map->raster, x, y, &tmp) != 1)
return ret;
#define NOT_HANDLED (ret.action == TS_ACTION_NONE)
if((button == BUTTON_REPEAT) && (map->_prev_btn_state != BUTTON_REPEAT) && map->drag_drop_enable)
{
map->_prev_x = tmp.x;
map->_prev_y = tmp.y;
}
if((button == BUTTON_REL) && (map->_prev_btn_state == BUTTON_REPEAT) && map->drag_drop_enable)
{
ret.action = TS_ACTION_DRAG_DROP;
ret.from.x = map->_prev_x;
ret.from.y = map->_prev_y;
ret.to.x = tmp.x;
ret.to.y = tmp.y;
}
if((button == BUTTON_REL) && map->double_click_enable && NOT_HANDLED)
{
if(map->_prev_x == tmp.x && map->_prev_y == tmp.y)
{
ret.action = TS_ACTION_DOUBLE_CLICK;
ret.from.x = ret.to.x = tmp.x;
ret.from.y = ret.to.y = tmp.y;
}
else
{
map->_prev_x = tmp.x;
map->_prev_y = tmp.y;
}
}
if((button & BUTTON_REL || button & BUTTON_REPEAT) && map->two_d_movement_enable && NOT_HANDLED)
{
if((map->two_d_from.x == tmp.x) ^ (map->two_d_from.y == tmp.y))
{
ret.action = TS_ACTION_TWO_D_MOVEMENT;
ret.from.x = map->two_d_from.x;
ret.from.y = map->two_d_from.y;
ret.to.x = map->two_d_from.x + (map->two_d_from.x == tmp.x ? 0 : (tmp.x > map->two_d_from.x ? 1 : -1));
ret.to.y = map->two_d_from.y + (map->two_d_from.y == tmp.y ? 0 : (tmp.y > map->two_d_from.y ? 1 : -1));
}
else
ret.action = TS_ACTION_NONE;
}
if(map->click_enable && (button & BUTTON_REL) && NOT_HANDLED)
{
ret.action = TS_ACTION_CLICK;
ret.from.x = ret.to.x = tmp.x;
ret.from.y = ret.to.y = tmp.y;
}
if(map->move_progress_enable && NOT_HANDLED)
{
ret.action = TS_ACTION_MOVE;
ret.from.x = ret.to.x = tmp.x;
ret.from.y = ret.to.y = tmp.y;
}
map->_prev_btn_state = button;
return ret;
}
#endif /* HAVE_TOUCHSCREEN */
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