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/*! \file eventhandler.hcc
 *
 * \section generic	This modules coordinates all events. Thus for example
 *			when the mousehandler registers a 'click' we coordinate
 *			the actions that follow that click.
 *
 * \section project Project information.
 * Project Graphic Equalizer\n
 * \author O.M. Schinagl
 * \date 20041110
 * \version 0.1
 *
 * \section copyright Copyright
 * Copyright ©2004 Koninklijke Philips Electronics N.V. All rights reserved
 *
 * \section history Change history
 * 20041110: O.M. Schinagl\n	Initial version
 *
 ********************************************************************/

/******** System Includes *************/
#include <stdlib.hch>

#include "pal_master.hch"

/******** Application Includes ********/
#include "configuration.hch"
#include "mouse_shared.hch"
#include "display_shared.hch"
#include "eventhandler_shared.hch"
#include "eventhandler.hch"

#if HAVE_DEBUG
	#include "debug.hch"
#endif

extern chan unsigned 1 maskupdate_notification;

/*! \fn		void eventhandler_main(events_t *events, mousedata_t *mousedata);
 * \brief	
 * 
 * \param	events_t *events	pointer to struct with all events.
 * \param	mousedata_t *mousedata	pointer to struct with mouse data.
 *
 * \return	Never Returns.
 * \retval	void
 */
macro proc eventhandler_main(events, mousedata) {
	unsigned 5 volume_left;
	unsigned 1 newmaskupdate;

	for (;;) {
		maskupdate_notification ? newmaskupdate;
		/*
		 * First we determine what mousestate we currently have. Then
		 * we check where we are to decide what to do.
		 */
		switch (mousedata.state) {
			case MOUSE_STATE_ON_PRESS:
				/*
				 * If the current mask equals the help button
				 * we flip the help bit.
				 */
				if (BUTTON_HELP == events.mask) {
					events.help = !events.help;
				} else {
					delay;
				}
				break;
			case MOUSE_STATE_DOWN:
				/*
				 * If we are in the volume area we update the
				 * volume level for both channels.
				 */
				if (AREA_VOLUME_YAXIS == events.mask) {
					/*
					 * Copy the current Y cursor position
					 * to the events struct. This we then
					 * later use for drawing purposes.
					 */
					events.volume_position = 0 @ mousedata.y;
					/*
					 * Look the relative y-coordinate up in
					 * the volumecontrol lookup table.
					 */
					volume_left = volumecontrol_table[((mousedata.y) -65) <- 6];
					/*
					 * We feel that volume gets softer the
					 * closer it gets to the 0, and louder
					 * as it approaches 0x1f. The SetVolume
					 * RC200 call does this in an unnatural
					 * reverse way. Therefor we reverse it.
					 */
					RC200AudioOutSetVolume(!volume_left, 0x1f -volume_left, 0x1f -volume_left);
				} else {
					delay;
				}
				if ((AREA_EQUALIZER_MIN <= events.mask) && (events.mask <= AREA_EQUALIZER_MAX)) {
					delay;
				} else {
					delay;
				}
				break;
		}
	}
} /* --- eventhandler_main() --- */



/*
 * Volume Control lookuptable.
 * TODO: This table is now hardcoded. To ensure full skinability this table
 * should be dynamically loaded.
 */
rom unsigned 5 volumecontrol_table[46] = {31, 30, 29, 28, 27, 26, 25, 24, 23, 22, 21, 20, 19, 18, 17, 16, 15, 14, 13, 12, 12, 11, 11, 10, 10, 9, 9, 8, 8, 7, 7, 6, 6, 5, 5, 4, 4, 3, 3, 2, 2, 1, 1, 0, 0, 0};

/*
 * Equalizer lookuptabe.
 * TODO: This table is now hardcoded. To ensure full skinability this table
 * should be dynamically loaded.
 */
rom unsigned 4 equalizer_table[66] = {15, 15, 15, 15, 15, 14, 14, 14, 14, 13, 13, 13, 13, 12, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9, 9, 9, 9, 8, 8, 8, 8, 7, 7, 7, 7, 6, 6, 6, 6, 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0, 0};