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12677 | Rockbox | Bugs | Simulator | Low | Correct UI Simulator button mapping for Fuze+ | 2012-05-17 | 1 |
Task Description
Fix the clickable buttons on the ui-simulator background for Sansa Fuze+
(I didn’t set up a Rockbox git account, so could someone look this over and commit for me?)
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12414 | Rockbox | Bugs | Simulator | Low | readdir() broken for plugins in UI simulator | 2011-11-29 | 1 |
Task Description
Plugins that call rb→readdir() crash. (since r28929) (edit: r28929 not 29929)
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12333 | Rockbox | Patches | Font/charset | Low | Faster cached font loading | 2011-10-14 | 3 |
Task Description
When font glyphs are loaded from disk there are 3 file sections to read from: width data, offset data, and bitmap data. The number of disk seeks can be very much reduced by opening the font file with three separate file descriptors, each of which have a small cache. This is a small patch that opens additional file descriptors for width and offset data during glyph_cache_load(). The fd’s are closed after the initial load so it only uses two extra fd’s for a short time. It’s a bit of a kludge but it increases initial glyph loading speed about 600% for a cached font.
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12299 | Rockbox | Bugs | Font/charset | Low | Font Glyph cache is no longer getting saved | 2011-09-29 | 17 |
Task Description
edit: the later patches save a glyph file for each font instead of the original solution immediately below. i.e. /.rockbox/fonts/15-Times.fnt would have a glyphcache file /.rockbox/fonts/15-Times.glyphcache. -FB
The font system is no longer saving the .glyphcache file. This file data is used to preload the most recently used glyphs in disk order when loading a cached font to reduce the number of disk seeks. I’m posting this fix for review because it changes the old behavior a bit. Doing this right should improve font loading, especially for non-English users.
1) Saves the LRU data of the cached font with the most glyphs in memory. It did use FONT_UI for a long time but that might not be the best choice anymore as ID3 tags might be displayed by a skin font. 2) Only overwrites the existing file if it has more LRU data. 3) Doesn’t write the file for less than 20 entries. 4) Removes a kludge in the glyph cache reading code for an old bug that no longer exists.
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12293 | Rockbox | Patches | Font/charset | Low | Global default glyph size setting for gui/skins | 2011-09-25 | 4 |
Task Description
We should allocate font memory according to the number of glyphs needed because the font coverage can vary quite a bit between a small mono font and a large anti-aliased font for a given buffer size. It’s easy to do this now that font memory is reserved via buflib. This patch adds a global setting for the default number of glyphs for fonts rather than a fixed buffer size for each font. The setting is under Theme Settings>Glyphs to cache, which sets global_settings.glyphs (default 250).
Adds the function font_load_glyphs( char *path, int glyphs ); Adds a #define font_load_whole( char *path ); that tries to load the entire font into memory. font_load_glyphs now checks if the specified number of glyphs would make the font_cache structure larger than the font file and if so, just loads the whole font file in memory instead.
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11800 | Rockbox | Patches | Themes | Low | Drop Shadow Tag for WPS | 2010-12-09 | 2 |
Task Description
This simply adds a format tag to make drop shadows for text in the while playing screen. The format of the tag is %as(2) where 2 is the number of pixels the shadow is offset down and right. The shadow is rendered in the viewport’s background color.
This would render white text with a black background offset one pixel down and right: %Vf(ffffff)%Vb(000000) %as(1)Text
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11765 | Rockbox | Patches | Battery/Charging | Low | Improve Battery Life on AMSv1 Sansa players | 2010-11-19 | 6 |
Task Description
This patch modifies the CPU and peripheral bus clocks to hopefully gain some battery life. With this patch the CPU frequency can be either 31 or 186Mhz and the pclk is boosted from 31 to 62 Mhz while the CPU is boosted. The power draw of the CPU is proportional to the clock frequency and setting the frequency at or below what is required for playback keeps the power usage to a minimum because boosting to a frequency below 200Mhz is inexpensive. (Keeping the boosted CPU frequency below 200Mhz eliminates the need to wait for a voltage rise.)
I would appreciate feedback on battery life if anyone has the patience to run a battery bench.
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11567 | Rockbox | Patches | Themes | Low | Smarter memory allocation for skin fonts | 2010-08-23 | 4 |
Task Description
These patches improve the allocation of font memory in the skin engine. Allocating memory in proportion to the glyph size is more efficient and if done right can reduce the disk reads while loading skin_fonts. There are two variations:
“Skin_fonts_extra_tag” adds a field to the load user font tag that explicitly specifies how many glyphs to allocate memory for. This allows paring down fonts that are just used for number display and allows forcing more allocation for international users who use more glyphs. %Fl(3,16-GNU-Unifont.fnt) would become %Fl(3,16-GNU-Unifont.fnt,100). Supplying a dash allocates 256.
“Skin_fonts_smart_alloc” is a less ambitious patch that allocates space for 256 glyphs without changing the tag specification.
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11523 | Rockbox | Bugs | User Interface | Low | skin_font.c loads fonts already in memory | 2010-08-07 | 1 |
Task Description
skin_font.c tries to load fonts that are already in memory because it compares a font name to a full path name. For example: “11-Nimbus” to “/.rockbox/fonts/11-Nimbus.fnt”
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11483 | Rockbox | Patches | Remote | Low | Virtual Keyboard: synchronize remote screen | 2010-07-16 | 1 |
Task Description
This synchronizes the remote display to the main on the virtual keyboard. Many remotes don’t have enough buttons to use the virtual keyboard independently. By synchronizing the main and remote and sending keyboard input to both screens the remote can be useful even without a full set of editing buttons. The displays show a panning window of the picker area. This saves about 1000 bytes on targets with remotes by not duplicating the keyboard picker buffer.
I’m not sure what to do with paging, input would be appreciated. For now I took it out and just made one big picker area, which allows the preservation of the layout in the custom keyboard layout file.
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11047 | Rockbox | Patches | User Interface | Low | Simplify keyboard code | 2010-02-22 | 2 |
Task Description
This patch makes no functional changes but simplifies the code by putting each user action into a separate function making the code more maintainable and allowing reuse of code in the future.
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11019 | Rockbox | Patches | Simulator | Low | Load background images with --root option on UI Simulat ... | 2010-02-15 | 2 |
Task Description
The purpose of this patch is to allow the simulator to load a background image when specifying the root directory. The current code ignores the –root option and tries to load from the current working directory. This patch will try to load the image from the parent of the given root directory.
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11008 | Rockbox | Patches | Simulator | Low | Clickable background and mouse wheel events for UI Simu ... | 2010-02-12 | 9 |
Task Description
This patch turns the simulator background into a clickable area. i.e. you click on the play button to press play. It also maps mouse scrollwheel events to rockbox scrollwheel events. This facilitates testing because you don’t have to move your hand between the mouse and keyboard. There are currently maps for Fuze, iPod, and e200. I would add the others if there is interest.
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10763 | Rockbox | Patches | User Interface | Low | This patch speeds the keyboard input for scroll wheel d... | 2009-11-05 | 34 |
Task Description
This patch is for the Sansa Fuze but easily modified for other players with scroll wheels. apps/keymaps/keymap-[your player].c needs to be modified
This patch changes the keyboard input method for scroll wheel players to this:
Scrolling the wheel forward selects the column of the desired character moving right. Reversing the wheel moves the keyboard cursor down (not left) to select the character. Reversing again inserts the letter and resets the row and column to the top left. Repeat…(right, down, right, down…)
The benefit is not leaving the scroll wheel or stopping to click anything.
The center select button is now always mapped to delete. Left and right always move the edit position. To make overshoot more forgiving reverse scrolling past the bottom of the keyboard moves the cursor to the top of the previous column.
The posted patch includes keymap changes for the Sansa Fuze. These are the changes required for a different target: - { ACTION_KBD_UP, BUTTON_SCROLL_BACK, BUTTON_NONE }, - { ACTION_KBD_UP, BUTTON_SCROLL_BACK|BUTTON_REPEAT, BUTTON_NONE }, - { ACTION_KBD_DOWN, BUTTON_SCROLL_FWD, BUTTON_NONE }, - { ACTION_KBD_DOWN, BUTTON_SCROLL_FWD|BUTTON_REPEAT, BUTTON_NONE }, + { ACTION_KBD_SCROLL_BACK, BUTTON_SCROLL_BACK, BUTTON_NONE }, + { ACTION_KBD_SCROLL_BACK, BUTTON_SCROLL_BACK|BUTTON_REPEAT, BUTTON_NONE }, + { ACTION_KBD_SCROLL_FWD, BUTTON_SCROLL_FWD, BUTTON_NONE }, + { ACTION_KBD_SCROLL_FWD, BUTTON_SCROLL_FWD|BUTTON_REPEAT, BUTTON_NONE },
This patch will remove Morse code but preserves the unicode capability (not tested)
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