Rockbox.org home
release
dev builds
extras
themes manual
wiki
device status forums
mailing lists
IRC bugs
patches
dev guide



Rockbox mail archive

Subject: Re: Custom button mappings - a proposal

Re: Custom button mappings - a proposal

From: Frank Gevaerts <frank_at_gevaerts.be>
Date: Thu, 22 Oct 2009 22:38:59 +0200

On Thu, Oct 22, 2009 at 03:31:58PM -0500, Paul Louden wrote:
> Frank Gevaerts wrote:
>>
>> I'd still like to give the option to really have no traces left of the
>> original. This would allow e.g. using only physical buttons on a
>> touchscreen target, which otherwise is not possible.
>>
> Many touchscreen targets simply don't have enough buttons for this, so
> there needs to be a way to allow the absolute touchscreen UI to pass
> through.

Oh, indeed. I forgot to mention that. I think one of the options per
screen should be "use standard absolute touchscreen mapping"

> As long as grid mode still exists, if the player's in it the user could
> simply leave all 9 grid buttons unassigned and the touchscreen would, in
> effect, be "dead" and it would require purely button-based controls.
> This would basically allow your desire to be an option without ruling
> out (or making more difficult) the alternatives either.

Ah, good point. If the custom map can switch to grid mode (I don't see
why not...) this would indeed be a good way to do this. There's the
practical detail of the backlight as well, but I'm sure we'll be able to
think of a way to handle that.

Frank

-- 
"Debugging is twice as hard as writing the code in the first place.
Therefore, if you write the code as cleverly as possible, you are,
by definition, not smart enough to debug it." - Brian W. Kernighan
Received on 2009-10-22

Page was last modified "Jan 10 2012" The Rockbox Crew
aaa