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FS#11208 - More robust iPod keymaps
Attached to Project:
Rockbox
Opened by Jeffrey Goode (Blue_Dude) - Sunday, 18 April 2010, 15:19 GMT+2
Last edited by Jeffrey Goode (Blue_Dude) - Saturday, 08 May 2010, 04:21 GMT+2
Opened by Jeffrey Goode (Blue_Dude) - Sunday, 18 April 2010, 15:19 GMT+2
Last edited by Jeffrey Goode (Blue_Dude) - Saturday, 08 May 2010, 04:21 GMT+2
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DetailsThis is an attempt to create a iPod keymap that will work reliably on all screens with multiple button combos. Needs testing!
Only hotkey is changed for now but others probably need tweaking. |
This task depends upon
Closed by Jeffrey Goode (Blue_Dude)
Saturday, 08 May 2010, 04:21 GMT+2
Reason for closing: Rejected
Additional comments about closing: Superseded by later functionality
Saturday, 08 May 2010, 04:21 GMT+2
Reason for closing: Rejected
Additional comments about closing: Superseded by later functionality
{ ACTION_WPS_HOTKEY, BUTTON_SELECT|BUTTON_PLAY, BUTTON_NONE }
The last item in this definition is called the pre-condition. BUTTON_NONE means "none of the buttons has to be pressed before", putting e.g. BUTTON_PLAY there means "the Play button has to be pressed before and not be released yet". I can't imagine how BUTTON_PLAY|BUTTON_REL should work there.
From what I saw after a quick glance yesterday when the trouble with r25665 was pointed out in IRC, I think the problem lies in the fact that other actions hit before. Unless you change the hotkey action to something that is not used yet and where nothing else can be triggered before, you might have to change other action definitions too (this can potentially mess up other screens too so you have to be careful). With r25655 it looked like ACTION_STD_CANCEL was hit before if you tried holding the button combo - the standard context is chained and the cancel action is mapped to a long press of Play with nothing in the precondition.
I just saw that everything with the Select button is "guarded" with a pre-condition so making the key combo in a way you have to press Select first and then Play *could* work, although I don't trust this before I tried myself... and this *is* possible to test in a sim (unfortunately I have to go to work now and don't have the time to either test or putting up a real patch, I apologise). The line should read
{ ACTION_TREE_HOTKEY, BUTTON_SELECT|BUTTON_PLAY, BUTTON_SELECT }
I think.
P.S. Sorry, I forgot for a moment that the hotkey combo is also supposed to work from the WPS and didn't check the wps context. Knowing how complex the WPS keymap is though, I expect clashes there.