Files
crosspoint-reader-mod/src/util/ButtonNavigator.cpp
Istiak Tridip 64d161e88b feat: unify navigation handling with system-wide continuous navigation (#600)
This PR unifies navigation handling & adds system-wide support for
continuous navigation.

## Summary
Holding down a navigation button now continuously advances through items
until the button is released. This removes the need for repeated
press-and-release actions and makes navigation faster and smoother,
especially in long menus or documents.

When page-based navigation is available, it will navigate through pages.
If not, it will progress through menu items or similar list-based UI
elements.

Additionally, this PR fixes inconsistencies in wrap-around behavior and
navigation index calculations.

Places where the navigation system was updated:
- Home Page
- Settings Pages
- My Library Page
- WiFi Selection Page
- OPDS Browser Page
- Keyboard
- File Transfer Page
- XTC Chapter Selector Page
- EPUB Chapter Selector Page

I’ve tested this on the device as much as possible and tried to match
the existing behavior. Please let me know if I missed anything. Thanks 🙏


![crosspoint](https://github.com/user-attachments/assets/6a3c7482-f45e-4a77-b156-721bb3b679e6)

---

Following the request from @osteotek and @daveallie for system-wide
support, the old PR (#379) has been closed in favor of this
consolidated, system-wide implementation.

---

### AI Usage

Did you use AI tools to help write this code? _**PARTIALLY**_

---------

Co-authored-by: Dave Allie <dave@daveallie.com>
2026-02-09 20:19:34 +11:00

125 lines
4.1 KiB
C++

#include "ButtonNavigator.h"
const MappedInputManager* ButtonNavigator::mappedInput = nullptr;
void ButtonNavigator::onNext(const Callback& callback) {
onNextPress(callback);
onNextContinuous(callback);
}
void ButtonNavigator::onPrevious(const Callback& callback) {
onPreviousPress(callback);
onPreviousContinuous(callback);
}
void ButtonNavigator::onPressAndContinuous(const Buttons& buttons, const Callback& callback) {
onPress(buttons, callback);
onContinuous(buttons, callback);
}
void ButtonNavigator::onNextPress(const Callback& callback) { onPress(getNextButtons(), callback); }
void ButtonNavigator::onPreviousPress(const Callback& callback) { onPress(getPreviousButtons(), callback); }
void ButtonNavigator::onNextRelease(const Callback& callback) { onRelease(getNextButtons(), callback); }
void ButtonNavigator::onPreviousRelease(const Callback& callback) { onRelease(getPreviousButtons(), callback); }
void ButtonNavigator::onNextContinuous(const Callback& callback) { onContinuous(getNextButtons(), callback); }
void ButtonNavigator::onPreviousContinuous(const Callback& callback) { onContinuous(getPreviousButtons(), callback); }
void ButtonNavigator::onPress(const Buttons& buttons, const Callback& callback) {
const bool wasPressed = std::any_of(buttons.begin(), buttons.end(), [](const MappedInputManager::Button button) {
return mappedInput != nullptr && mappedInput->wasPressed(button);
});
if (wasPressed) {
callback();
}
}
void ButtonNavigator::onRelease(const Buttons& buttons, const Callback& callback) {
const bool wasReleased = std::any_of(buttons.begin(), buttons.end(), [](const MappedInputManager::Button button) {
return mappedInput != nullptr && mappedInput->wasReleased(button);
});
if (wasReleased) {
if (lastContinuousNavTime == 0) {
callback();
}
lastContinuousNavTime = 0;
}
}
void ButtonNavigator::onContinuous(const Buttons& buttons, const Callback& callback) {
const bool isPressed = std::any_of(buttons.begin(), buttons.end(), [this](const MappedInputManager::Button button) {
return mappedInput != nullptr && mappedInput->isPressed(button) && shouldNavigateContinuously();
});
if (isPressed) {
callback();
lastContinuousNavTime = millis();
}
}
bool ButtonNavigator::shouldNavigateContinuously() const {
if (!mappedInput) return false;
const bool buttonHeldLongEnough = mappedInput->getHeldTime() > continuousStartMs;
const bool navigationIntervalElapsed = (millis() - lastContinuousNavTime) > continuousIntervalMs;
return buttonHeldLongEnough && navigationIntervalElapsed;
}
int ButtonNavigator::nextIndex(const int currentIndex, const int totalItems) {
if (totalItems <= 0) return 0;
// Calculate the next index with wrap-around
return (currentIndex + 1) % totalItems;
}
int ButtonNavigator::previousIndex(const int currentIndex, const int totalItems) {
if (totalItems <= 0) return 0;
// Calculate the previous index with wrap-around
return (currentIndex + totalItems - 1) % totalItems;
}
int ButtonNavigator::nextPageIndex(const int currentIndex, const int totalItems, const int itemsPerPage) {
if (totalItems <= 0 || itemsPerPage <= 0) return 0;
// When items fit on one page, use index navigation instead
if (totalItems <= itemsPerPage) {
return nextIndex(currentIndex, totalItems);
}
const int lastPageIndex = (totalItems - 1) / itemsPerPage;
const int currentPageIndex = currentIndex / itemsPerPage;
if (currentPageIndex < lastPageIndex) {
return (currentPageIndex + 1) * itemsPerPage;
}
return 0;
}
int ButtonNavigator::previousPageIndex(const int currentIndex, const int totalItems, const int itemsPerPage) {
if (totalItems <= 0 || itemsPerPage <= 0) return 0;
// When items fit on one page, use index navigation instead
if (totalItems <= itemsPerPage) {
return previousIndex(currentIndex, totalItems);
}
const int lastPageIndex = (totalItems - 1) / itemsPerPage;
const int currentPageIndex = currentIndex / itemsPerPage;
if (currentPageIndex > 0) {
return (currentPageIndex - 1) * itemsPerPage;
}
return lastPageIndex * itemsPerPage;
}