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adjustment for the Ondio: button driver has an Odio part, for now it has a Player layout. Some fixes in the app code were necessary to remove dependencies of LCD, keypad, this wasn't independent everywhere.

git-svn-id: svn://svn.rockbox.org/rockbox/trunk@5055 a1c6a512-1295-4272-9138-f99709370657
This commit is contained in:
Jörg Hohensohn 2004-09-10 10:51:54 +00:00
parent 6c1afd7a9e
commit 24c7c04899
11 changed files with 120 additions and 27 deletions

View file

@ -36,7 +36,7 @@
struct event_queue button_queue;
static int lastbtn;
#ifdef HAVE_RECORDER_KEYPAD
#if defined(HAVE_RECORDER_KEYPAD) || defined(HAVE_ONDIO_KEYPAD)
static bool flipped; /* bottons can be flipped to match the LCD flip */
#endif
@ -337,7 +337,7 @@ static int button_read(void)
return btn;
}
#elif HAVE_PLAYER_KEYPAD
#elif defined(HAVE_PLAYER_KEYPAD)
/* The player has two buttons on port pins:
@ -386,7 +386,7 @@ static int button_read(void)
return btn;
}
#elif HAVE_NEO_KEYPAD
#elif defined(HAVE_NEO_KEYPAD)
static bool mStation = false;
void button_init(void)
{
@ -421,6 +421,90 @@ int button_add(unsigned int button)
queue_post(&button_queue,button,NULL);
return 1;
}
#elif defined HAVE_ONDIO_KEYPAD
/*
* helper function to swap UP/DOWN, LEFT/RIGHT
*/
static int button_flip(int button)
{
int newbutton;
newbutton = button &
~(BUTTON_UP | BUTTON_DOWN
| BUTTON_LEFT | BUTTON_RIGHT);
if (button & BUTTON_UP)
newbutton |= BUTTON_DOWN;
if (button & BUTTON_DOWN)
newbutton |= BUTTON_UP;
if (button & BUTTON_LEFT)
newbutton |= BUTTON_RIGHT;
if (button & BUTTON_RIGHT)
newbutton |= BUTTON_LEFT;
return newbutton;
}
/*
* set the flip attribute
* better only call this when the queue is empty
*/
void button_set_flip(bool flip)
{
if (flip != flipped) /* not the current setting */
{
/* avoid race condition with the button_tick() */
int oldlevel = set_irq_level(HIGHEST_IRQ_LEVEL);
lastbtn = button_flip(lastbtn);
flipped = flip;
set_irq_level(oldlevel);
}
}
/* The Ondio its 6 buttons on analog inputs:
OPTION: AN2 (used as MENU for now)
ON/OFF: AN3
LEFT/RIGHT/UP/DOWN: AN4
We map them like the player keys for now, although this is far from optimal.
*/
void button_init(void)
{
queue_init(&button_queue);
lastbtn = 0;
tick_add_task(button_tick);
reset_poweroff_timer();
}
static int button_read(void)
{
int btn = BUTTON_NONE;
int data = adc_read(4);
if(adc_read(2) > 0x180) /* active high */
btn |= BUTTON_MENU;
if(adc_read(3) < 0x180) /* active low */
btn |= BUTTON_ON;
if(adc_read(3) < 0x180)
btn |= BUTTON_PLAY | BUTTON_UP;
/* Check the 4 direction keys, hard-coded analog limits for now */
if (data >= 0x2E5)
btn |= BUTTON_LEFT;
else if (data >= 0x23F)
btn |= BUTTON_RIGHT;
else if (data >= 0x197)
btn |= BUTTON_PLAY | BUTTON_UP;
else if (data >= 0x0A1)
btn |= BUTTON_STOP | BUTTON_DOWN;
return btn;
}
#endif
int button_status(void)