fix: swap reader menu navigation direction in CCW/inverted (#2321) (#2341)

Co-authored-by: Uri Tauber <uritaube@gmail.com>
This commit is contained in:
Ronin
2026-06-15 22:19:34 +03:00
committed by GitHub
co-authored by Uri Tauber
parent 55a56914d7
commit 02bab00be6
5 changed files with 45 additions and 18 deletions
+21 -3
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@@ -1,7 +1,18 @@
#include "MappedInputManager.h"
#include <GfxRenderer.h>
#include "CrossPointSettings.h"
bool MappedInputManager::isNavDirectionSwapped() const {
// Key the swap on the orientation the screen is *actually* rendered at, not the persisted reader
// setting. The reader (and its modal menus) render rotated, so navigation/labels flip there; the
// home and settings UI render in portrait, so they never flip even when a rotated reader is configured.
const auto orientation = renderer.getOrientation();
return SETTINGS.frontButtonFollowOrientation &&
(orientation == GfxRenderer::PortraitInverted || orientation == GfxRenderer::LandscapeCounterClockwise);
}
bool MappedInputManager::mapButton(const Button button, bool (HalGPIO::*fn)(uint8_t) const) const {
const auto sideLayout = SETTINGS.sideButtonLayout;
@@ -49,6 +60,15 @@ bool MappedInputManager::mapButton(const Button button, bool (HalGPIO::*fn)(uint
default:
return false;
}
case Button::NavNext:
// Logical "next item" navigation: side Down + front Right, with the control axis flipped in
// INVERTED / LANDSCAPE_CCW (frontButtonFollowOrientation) so it matches the rotated hint labels.
return isNavDirectionSwapped() ? (mapButton(Button::Up, fn) || mapButton(Button::Left, fn))
: (mapButton(Button::Down, fn) || mapButton(Button::Right, fn));
case Button::NavPrevious:
// Logical "previous item" navigation: side Up + front Left, axis-flipped in the same orientations.
return isNavDirectionSwapped() ? (mapButton(Button::Down, fn) || mapButton(Button::Right, fn))
: (mapButton(Button::Up, fn) || mapButton(Button::Left, fn));
}
return false;
@@ -69,9 +89,7 @@ unsigned long MappedInputManager::getHeldTime() const { return gpio.getHeldTime(
MappedInputManager::Labels MappedInputManager::mapLabels(const char* back, const char* confirm, const char* previous,
const char* next) const {
// Swap previous/next labels to match the page turn direction swap in INVERTED and LANDSCAPE_CCW.
const bool swapLabels =
SETTINGS.frontButtonFollowOrientation && (SETTINGS.orientation == CrossPointSettings::INVERTED ||
SETTINGS.orientation == CrossPointSettings::LANDSCAPE_CCW);
const bool swapLabels = isNavDirectionSwapped();
const char* leftLabel = swapLabels ? next : previous;
const char* rightLabel = swapLabels ? previous : next;
+16 -2
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@@ -2,9 +2,11 @@
#include <HalGPIO.h>
class GfxRenderer;
class MappedInputManager {
public:
enum class Button { Back, Confirm, Left, Right, Up, Down, Power, PageBack, PageForward };
enum class Button { Back, Confirm, Left, Right, Up, Down, Power, PageBack, PageForward, NavNext, NavPrevious };
struct Labels {
const char* btn1;
@@ -13,7 +15,7 @@ class MappedInputManager {
const char* btn4;
};
explicit MappedInputManager(HalGPIO& gpio) : gpio(gpio) {}
MappedInputManager(HalGPIO& gpio, const GfxRenderer& renderer) : gpio(gpio), renderer(renderer) {}
void update() const { gpio.update(); }
bool wasPressed(Button button) const;
@@ -26,8 +28,20 @@ class MappedInputManager {
// Returns the raw front button index that was pressed this frame (or -1 if none).
int getPressedFrontButton() const;
// True when the control axis is flipped relative to the physical buttons: the user opted into
// orientation-following front buttons AND the screen is *currently rendered* rotated (INVERTED /
// LANDSCAPE_CCW). Keyed on the live renderer orientation rather than the persisted reader setting,
// so portrait UI (home, settings) never swaps while the reader and its menus do.
[[nodiscard]] bool isNavDirectionSwapped() const;
private:
HalGPIO& gpio;
// Logical-to-physical button mapping depends on what the user is actually looking at: when the
// screen is rendered rotated, the directional buttons must flip to match. The renderer is the only
// authority on the *live* orientation (the reader rotates it and restores portrait on exit), so we
// read it here instead of CrossPointSettings.orientation, which is just the persisted reader
// preference and stays "rotated" even while portrait UI like home/settings is on screen.
const GfxRenderer& renderer;
bool mapButton(Button button, bool (HalGPIO::*fn)(uint8_t) const) const;
};
+2 -5
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@@ -43,11 +43,8 @@ inline PageTurnResult detectPageTurn(const MappedInputManager& input) {
const bool usePress = SETTINGS.longPressButtonBehavior == SETTINGS.OFF;
const bool tiltNext = SETTINGS.tiltPageTurn && halTiltSensor.wasTiltedForward();
const bool tiltPrev = SETTINGS.tiltPageTurn && halTiltSensor.wasTiltedBack();
const bool swapFront =
SETTINGS.frontButtonFollowOrientation && (SETTINGS.orientation == CrossPointSettings::INVERTED ||
SETTINGS.orientation == CrossPointSettings::LANDSCAPE_CCW);
const auto prevButton = swapFront ? MappedInputManager::Button::Right : MappedInputManager::Button::Left;
const auto nextButton = swapFront ? MappedInputManager::Button::Left : MappedInputManager::Button::Right;
const auto prevButton = MappedInputManager::Button::NavPrevious;
const auto nextButton = MappedInputManager::Button::NavNext;
const bool prev =
tiltPrev ||
(usePress ? (input.wasPressed(MappedInputManager::Button::PageBack) || input.wasPressed(prevButton))
+1 -1
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@@ -34,8 +34,8 @@
#include "util/ButtonNavigator.h"
#include "util/ScreenshotUtil.h"
MappedInputManager mappedInputManager(gpio);
GfxRenderer renderer(display);
MappedInputManager mappedInputManager(gpio, renderer);
ActivityManager activityManager(renderer, mappedInputManager);
FontDecompressor fontDecompressor;
SdCardFontSystem sdFontSystem;
+5 -7
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@@ -44,10 +44,8 @@ class ButtonNavigator final {
[[nodiscard]] static int nextPageIndex(int currentIndex, int totalItems, int itemsPerPage);
[[nodiscard]] static int previousPageIndex(int currentIndex, int totalItems, int itemsPerPage);
[[nodiscard]] static Buttons getNextButtons() {
return {MappedInputManager::Button::Down, MappedInputManager::Button::Right};
}
[[nodiscard]] static Buttons getPreviousButtons() {
return {MappedInputManager::Button::Up, MappedInputManager::Button::Left};
}
};
// Navigation uses the logical NavNext / NavPrevious buttons; MappedInputManager::mapButton resolves
// them to physical buttons and applies any orientation-based direction swap, so this stays settings-free.
[[nodiscard]] static Buttons getNextButtons() { return {MappedInputManager::Button::NavNext}; }
[[nodiscard]] static Buttons getPreviousButtons() { return {MappedInputManager::Button::NavPrevious}; }
};