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FS#8409 - Added iRiver H10 sliderbar functionality
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DetailsThis patch adds fairly decent support for the sliderbar on the front of the iRiver H10 series players. This functionality is prominently displayed on the H10 wiki as something that is significant and missing.
With this patch the user can slide his finger over the slider to produce a scrolling effect. Or, they may also tap or hold down the upper or lower 30% of the slider for the older up/down behaviour with auto-repeat provided by the common code. This basically mimics the OF's functionality. The physical slider is very sensitive, so the values that come back from it are fairly spastic. I've attempted to tone down any wild behaviour, and I've added #defines in the patch that can be used to tune the behaviour. But frankly, even the user's thumb size will affect what "good" values are. I believe what I have is good for the time being, but more tweaking may be necessary as time goes on. |
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Are you still able to use the upper and lower 30% as up/down buttons that work mostly like the old implementation?
upping the first move time a bit helped a lot. upper/lower 30% seems ok
This divisor could be adjusted as well. The larger you make the INITIAL_MOVE_THRESHOLD #define the less the user can scroll unless you make the divisor larger requiring less movement once your already moving.
Does this make sense?
If so, perhaps you can play with the values a little more and tell me what they are and I'll see if they work for me too.
Or if you can think of a different method I can attempt to alter the implementation.
thanks
The problem is two-fold (as I see it):
- when sliding, the up/down button zones should not be active, because when you reach them when sliding you get up/down button repeats
- during a slide, there should be no flipping from top to bottom or bottom to top, just like when having button repeat. It would feel natural to allow a flip when starting a slide while at the top/bottom but that is almost impossible to implement so I'd forget about it ;)
Would you mind comparing the OF's behavior with my patches and compare what's wrong/right? I've already done this and believe I've duplicated it. My 20gig model came today, I will be playing with it tonight.
Concerning it flipping from top to bottom or bottom to top, I really cannot control this I don't beleive because I'm just sending BUTTON_DOWN or BUTTON_UP states and it's the calling code that chooses to wrap the menu. If I could ask the currently active menuing system if it was at the top or bottom item I could avoid the wrapping. Do you know if there is a way of knowing that information?
I think that issuing repeat messages prevents the under/overflowing. No player here with me to confirm this :/
I've been thinking about altering the algorithm a bit to support acceleration. Not totally sure yet, but I want to play with using a moving average over the values coming from the slider.
Another thing: I also could easily making "tapping" the middle area of the slider the same as pressing the select button. That would be a deviation from the OF, but do you think that'd be useful? The current patch has a commented out section that does make it behave this way.
- contains some remains of debug code to be removed
- fails to handle tip-touching up/down but I can't figure out why
- sliding is way to slow