* Gui: refactor buttons remapping Instead of calling 3 separate functions with a ton of switch/case statements, use a 2-dimensional lookup table to remap buttons based on the orientation. * Gui: cleanup input mapping and fix incorrect asserts * SnakeGame: handle input special case Co-authored-by: Aleksandr Kutuzov <alleteam@gmail.com>
		
			
				
	
	
		
			50 lines
		
	
	
		
			1.2 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			50 lines
		
	
	
		
			1.2 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/**
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 * @file input.h
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 * Input: main API
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 */
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#pragma once
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#include <furi_hal_resources.h>
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#ifdef __cplusplus
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extern "C" {
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#endif
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#define RECORD_INPUT_EVENTS "input_events"
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/** Input Types
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 * Some of them are physical events and some logical
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 */
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typedef enum {
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    InputTypePress, /**< Press event, emitted after debounce */
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    InputTypeRelease, /**< Release event, emitted after debounce */
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    InputTypeShort, /**< Short event, emitted after InputTypeRelease done withing INPUT_LONG_PRESS interval */
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    InputTypeLong, /**< Long event, emmited after INPUT_LONG_PRESS interval, asynchronouse to InputTypeRelease  */
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    InputTypeRepeat, /**< Repeat event, emmited with INPUT_REPEATE_PRESS period after InputTypeLong event */
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    InputTypeMAX, /**< Special value for exceptional */
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} InputType;
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/** Input Event, dispatches with FuriPubSub */
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typedef struct {
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    uint32_t sequence;
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    InputKey key;
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    InputType type;
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} InputEvent;
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/** Get human readable input key name
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 * @param key - InputKey
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 * @return string
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 */
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const char* input_get_key_name(InputKey key);
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/** Get human readable input type name
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 * @param type - InputType
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 * @return string
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 */
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const char* input_get_type_name(InputType type);
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#ifdef __cplusplus
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}
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#endif
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