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FS#5182 - One Button hold for vertical screen scroll patch
Attached to Project:
Rockbox
Opened by Shachar (Lamed) - Wednesday, 19 April 2006, 19:26 GMT+1
Last edited by Brandon Low (lostlogic) - Wednesday, 19 April 2006, 21:26 GMT+1
Opened by Shachar (Lamed) - Wednesday, 19 April 2006, 19:26 GMT+1
Last edited by Brandon Low (lostlogic) - Wednesday, 19 April 2006, 21:26 GMT+1
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DetailsThis patch is to change the vertical screen scroll keybinds from two buttons macro (i.e ON+LEFT/RIGHT on HX00),
to one long (hold) press (LEFT/RIGHT on Hx00), as discussed a long time ago in IRC. This will help users to operate the vertical scroll as it demands two hand operation as it is now. the player isn't effected by this patch as it only has two lines lcd. The ONDIO is the only player that still uses MENU + LEFT / RIGHT combination, because it's RIGHT_REPEAT button is already occupied with the TREE_CONTEXT menu. It is better if someone checks the ondio before submitting to CVS because I can't get the SDL sims to work :/ There's one small bug solved in all the lcd-bitmapped drivers that caused the inverse bar to crop down in the middle when the user scrolled vertically. (note, there is a redundant #define TREE_POWER_BTN in tree.h, my assumption is that it was before the gui_list widget was introduced.) |
This task depends upon
http://www.rockbox.org/tracker/task/5073
xrect = MAX(w - offset, 0);
in all LCD driver should be: xrect = xpos + MAX(w - offset, 0);
please do not commit before changing
(I was the one who wrote horizontal screen scroll, a long time ago we had an irc conversation that it is better if screen scrolling would not need to use two keys combination, and a short while a go I had time to write it down. It also fixes a behaviour whereas holding RIGHT key on a folder will enter subfolders very quickly, an unwanted behaviour for sure ( BUTTON_RIGHT | BUTTON_REPEAT is removed) )
You should have checked the previous commits before committing this. Peter D'Hoye fixed the inverse bar issue 3 days ago.
The only difference between his fix and your commit is that he didn't clamp the value to zero but let it become negative under certain conditions. That doesn't hurt though, as lcd_fillrect() catches this and returns immediately. His version saved a bit of code...
Think about it this way: the filling rect from the right side of the text did not 'stopped' at the left side boarder and 'filled' the icon.
Linus, I believe you haven't submitted the key mapping code,
a. why is that?
b. I think it broke the sudoko menu, but I haven't had time to see what caused me the problem (the menu was not responsive at all, I had to shut down).
b) What broke the Sudoku menu?
I'm not sure why is was introduced in such a way, other then the comment saying 'next menu doesn't like release'.
This code isn't necessary with the screen scroll hold button patch for targets that actually uses it, but I assume ONDIO's should still use it : "The ONDIO is the only player that still uses MENU + LEFT / RIGHT combination, because it's RIGHT_REPEAT button is already occupied with the TREE_CONTEXT menu."
I would have checked it myself but I can't get Vmware simulators running... they are all corrupted for me. ##$%#%Y$.
so someone should #ifdef it properly or tell me how to solve the Vmware issue :P
a.huh, I guess I have nothing to say about that.
I do remind sudoku_fix.patch is importent for this patchfile.