[PATCH] GTA0[12]: make headset button report PLAY pressed on press

Luca Capello luca at pca.it
Tue Jun 9 18:43:25 CEST 2009


Hi Joerg!

On Tue, 09 Jun 2009 15:02:52 +0200, Joerg Reisenweber wrote:
> Am Di  9. Juni 2009 schrieb Luca Capello:
>> Please Cc: me, I do not read the list.

Still valid.

>> On Tue, 09 Jun 2009 07:28:20 +0200, Nelson Castillo wrote:
>> > I don't think we should care much about gta03 now. Let's wait a little
>> > (not much) for more comments before applying your patch.
>> 
>> Note that this has nothing to do with GTA03, but it was discovered on
>> both GTA01 and GTA02, please read the thread at
>> 
>>   
> http://thread.gmane.org/gmane.comp.hardware.smartphones.userland/1296/focus=1310
>> 
>> As Enrico Zini pointed out in the same thread, what is the reason for
>> the button being reported as pressed when it is not physically pressed?
[...]
> is your question about this?:
> http://docs.openmoko.org/trac/ticket/2209

No, Enrico Zini and I are talking about how the headset button is
reported:

  http://thread.gmane.org/gmane.comp.hardware.smartphones.userland/1296/focus=1320

Actually, I see two issues here, both addressed by Paul's patch:

1) the button pressure/release is inverted, i.e. when you press it the
   input stack report it as released and vice versa

2) at the xev level the button is associated with KEY_PAUSE, which means
   that to "play" something you need to press it, which is in most of
   the cases counterintuitive

If this is the expected behavior, since IMHO it goes against common
sense, it should be documented somewhere.

Thx, bye,
Gismo / Luca
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