feat(ux): page turning on button pressed if long-press chapter skip is disabled (#451)
## Summary * If long-press chapter skip is disabled, turn pages on button pressed, not released * Makes page turning snappier * Refactors MappedInputManager for readability --- ### AI Usage Did you use AI tools to help write this code? _**< PARTIALLY>**_ --------- Co-authored-by: Dave Allie <dave@daveallie.com>
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@@ -2,97 +2,73 @@
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#include "CrossPointSettings.h"
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decltype(InputManager::BTN_BACK) MappedInputManager::mapButton(const Button button) const {
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namespace {
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using ButtonIndex = uint8_t;
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struct FrontLayoutMap {
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ButtonIndex back;
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ButtonIndex confirm;
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ButtonIndex left;
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ButtonIndex right;
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};
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struct SideLayoutMap {
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ButtonIndex pageBack;
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ButtonIndex pageForward;
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};
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// Order matches CrossPointSettings::FRONT_BUTTON_LAYOUT.
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constexpr FrontLayoutMap kFrontLayouts[] = {
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{InputManager::BTN_BACK, InputManager::BTN_CONFIRM, InputManager::BTN_LEFT, InputManager::BTN_RIGHT},
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{InputManager::BTN_LEFT, InputManager::BTN_RIGHT, InputManager::BTN_BACK, InputManager::BTN_CONFIRM},
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{InputManager::BTN_CONFIRM, InputManager::BTN_LEFT, InputManager::BTN_BACK, InputManager::BTN_RIGHT},
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{InputManager::BTN_BACK, InputManager::BTN_CONFIRM, InputManager::BTN_RIGHT, InputManager::BTN_LEFT},
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};
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// Order matches CrossPointSettings::SIDE_BUTTON_LAYOUT.
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constexpr SideLayoutMap kSideLayouts[] = {
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{InputManager::BTN_UP, InputManager::BTN_DOWN},
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{InputManager::BTN_DOWN, InputManager::BTN_UP},
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};
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} // namespace
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bool MappedInputManager::mapButton(const Button button, bool (InputManager::*fn)(uint8_t) const) const {
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const auto frontLayout = static_cast<CrossPointSettings::FRONT_BUTTON_LAYOUT>(SETTINGS.frontButtonLayout);
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const auto sideLayout = static_cast<CrossPointSettings::SIDE_BUTTON_LAYOUT>(SETTINGS.sideButtonLayout);
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const auto& front = kFrontLayouts[frontLayout];
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const auto& side = kSideLayouts[sideLayout];
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switch (button) {
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case Button::Back:
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switch (frontLayout) {
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case CrossPointSettings::LEFT_RIGHT_BACK_CONFIRM:
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return InputManager::BTN_LEFT;
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case CrossPointSettings::LEFT_BACK_CONFIRM_RIGHT:
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return InputManager::BTN_CONFIRM;
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case CrossPointSettings::BACK_CONFIRM_LEFT_RIGHT:
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/* fall through */
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case CrossPointSettings::BACK_CONFIRM_RIGHT_LEFT:
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/* fall through */
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default:
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return InputManager::BTN_BACK;
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}
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return (inputManager.*fn)(front.back);
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case Button::Confirm:
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switch (frontLayout) {
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case CrossPointSettings::LEFT_RIGHT_BACK_CONFIRM:
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return InputManager::BTN_RIGHT;
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case CrossPointSettings::LEFT_BACK_CONFIRM_RIGHT:
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return InputManager::BTN_LEFT;
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case CrossPointSettings::BACK_CONFIRM_LEFT_RIGHT:
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/* fall through */
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case CrossPointSettings::BACK_CONFIRM_RIGHT_LEFT:
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/* fall through */
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default:
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return InputManager::BTN_CONFIRM;
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}
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return (inputManager.*fn)(front.confirm);
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case Button::Left:
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switch (frontLayout) {
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case CrossPointSettings::LEFT_RIGHT_BACK_CONFIRM:
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/* fall through */
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case CrossPointSettings::LEFT_BACK_CONFIRM_RIGHT:
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return InputManager::BTN_BACK;
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case CrossPointSettings::BACK_CONFIRM_RIGHT_LEFT:
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return InputManager::BTN_RIGHT;
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case CrossPointSettings::BACK_CONFIRM_LEFT_RIGHT:
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/* fall through */
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default:
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return InputManager::BTN_LEFT;
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}
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return (inputManager.*fn)(front.left);
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case Button::Right:
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switch (frontLayout) {
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case CrossPointSettings::LEFT_RIGHT_BACK_CONFIRM:
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return InputManager::BTN_CONFIRM;
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case CrossPointSettings::BACK_CONFIRM_RIGHT_LEFT:
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return InputManager::BTN_LEFT;
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case CrossPointSettings::BACK_CONFIRM_LEFT_RIGHT:
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/* fall through */
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case CrossPointSettings::LEFT_BACK_CONFIRM_RIGHT:
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/* fall through */
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default:
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return InputManager::BTN_RIGHT;
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}
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return (inputManager.*fn)(front.right);
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case Button::Up:
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return InputManager::BTN_UP;
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return (inputManager.*fn)(InputManager::BTN_UP);
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case Button::Down:
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return InputManager::BTN_DOWN;
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return (inputManager.*fn)(InputManager::BTN_DOWN);
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case Button::Power:
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return InputManager::BTN_POWER;
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return (inputManager.*fn)(InputManager::BTN_POWER);
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case Button::PageBack:
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switch (sideLayout) {
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case CrossPointSettings::NEXT_PREV:
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return InputManager::BTN_DOWN;
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case CrossPointSettings::PREV_NEXT:
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/* fall through */
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default:
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return InputManager::BTN_UP;
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}
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return (inputManager.*fn)(side.pageBack);
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case Button::PageForward:
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switch (sideLayout) {
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case CrossPointSettings::NEXT_PREV:
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return InputManager::BTN_UP;
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case CrossPointSettings::PREV_NEXT:
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/* fall through */
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default:
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return InputManager::BTN_DOWN;
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}
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return (inputManager.*fn)(side.pageForward);
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}
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return InputManager::BTN_BACK;
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return false;
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}
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bool MappedInputManager::wasPressed(const Button button) const { return inputManager.wasPressed(mapButton(button)); }
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bool MappedInputManager::wasPressed(const Button button) const { return mapButton(button, &InputManager::wasPressed); }
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bool MappedInputManager::wasReleased(const Button button) const { return inputManager.wasReleased(mapButton(button)); }
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bool MappedInputManager::wasReleased(const Button button) const {
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return mapButton(button, &InputManager::wasReleased);
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}
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bool MappedInputManager::isPressed(const Button button) const { return inputManager.isPressed(mapButton(button)); }
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bool MappedInputManager::isPressed(const Button button) const { return mapButton(button, &InputManager::isPressed); }
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bool MappedInputManager::wasAnyPressed() const { return inputManager.wasAnyPressed(); }
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