/*************************************************************************** * __________ __ ___. * Open \______ \ ____ ____ | | _\_ |__ _______ ___ * Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ / * Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < < * Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \ * \/ \/ \/ \/ \/ * $Id$ * * Copyright (C) 2009-2010 by Thomas Martitz * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY * KIND, either express or implied. * ****************************************************************************/ #include "config.h" #include "button.h" #include "kernel.h" #include "backlight.h" #include "powermgmt.h" void scrollwheel(unsigned int wheel_value) { #ifndef BOOTLOADER /* current wheel values, parsed from dbop and the resulting button */ unsigned btn = BUTTON_NONE; /* old wheel values */ static unsigned old_wheel_value = 0; static unsigned old_btn = BUTTON_NONE; /* * Getting BUTTON_REPEAT works like this: Remember when the btn value was * posted to the button_queue last, and if it was recent enough, generate * BUTTON_REPEAT */ static long last_wheel_post = 0; /* * Providing wheel acceleration works as follows: We increment accel * by 2 if the wheel was turned, and decrement it by 1 each tick * (no matter if it was turned), that means: the longer and faster you turn, * the higher accel will be. accel>>2 will actually posted to the button_queue */ static int accel = 0; /* We only post every 4th action, as this matches better with the physical * clicks of the wheel */ static int counter = 0; /* Read wheel * Bits 13 and 14 of DBOP_DIN change as follows (Gray Code): * Clockwise rotation 00 -> 01 -> 11 -> 10 -> 00 * Counter-clockwise 00 -> 10 -> 11 -> 01 -> 00 * * For easy look-up, actual wheel values act as indicies also, * which is why the table seems to be not ordered correctly */ static const unsigned char wheel_tbl[2][4] = { { 2, 0, 3, 1 }, /* Clockwise rotation */ { 1, 3, 0, 2 }, /* Counter-clockwise */ }; if(button_hold()) { accel = counter = 0; return; } if (old_wheel_value == wheel_tbl[0][wheel_value]) btn = BUTTON_SCROLL_FWD; else if (old_wheel_value == wheel_tbl[1][wheel_value]) btn = BUTTON_SCROLL_BACK; else if (old_wheel_value != wheel_value && accel > ACCEL_INCREMENT) { /* if no button is read and wheel_value changed, assume old_btn */ btn = old_btn; } /* else btn = BUTTON_NONE */ if (btn != BUTTON_NONE) { if (btn != old_btn) { /* direction reversals nullify acceleration and counters */ old_btn = btn; accel = counter = 0; } /* wheel_delta will cause lists to jump over items, * we want this for fast scrolling, but we must keep it accurate * for slow scrolling */ int wheel_delta = 0; /* generate BUTTON_REPEAT if quick enough, scroll slightly faster too*/ if (TIME_BEFORE(current_tick, last_wheel_post + WHEEL_REPEAT_INTERVAL)) { btn |= BUTTON_REPEAT; wheel_delta = accel>>ACCEL_SHIFT; } accel += ACCEL_INCREMENT; /* the wheel is more reliable if we don't send every change, * every WHEEL_COUNTER_DIVth is basically one "physical click" * which should make up 1 item in lists */ if (++counter >= WHEEL_COUNTER_DIV && queue_empty(&button_queue)) { buttonlight_on(); backlight_on(); reset_poweroff_timer(); queue_post(&button_queue, btn, ((wheel_delta+1)<<24)); /* message posted - reset count and remember post */ counter = 0; last_wheel_post = current_tick; } } if (accel > 0) accel--; old_wheel_value = wheel_value; #else (void)wheel_value; #endif }