diff options
author | rizzo <rizzo@f38db490-d61c-443f-a65b-d21fe96a405b> | 2008-01-08 23:09:44 +0000 |
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committer | rizzo <rizzo@f38db490-d61c-443f-a65b-d21fe96a405b> | 2008-01-08 23:09:44 +0000 |
commit | 3b8929f929dc7a8e8e6893b58ccaeb3b54ca2a51 (patch) | |
tree | 98f941b4d972c8829d77272f16f4b5283064c35e /channels/console_board.c | |
parent | 661c86104f4f3af3557d4df73aa3e4768154f35a (diff) |
add support for textareas, used for various dialog windows on the gui.
The main code to implement the textarea is in console_board.c,
and uses a simple png image with the font, blitting characters
on the designated areas of the main screen.
Additionally we provide some annotations in the image used
as a skin to indicate which areas are used for text messages.
(images will be committed separately).
At the moment the dialog area is only used to display a running
counter, just as a proof of concept.
git-svn-id: http://svn.digium.com/svn/asterisk/trunk@97280 f38db490-d61c-443f-a65b-d21fe96a405b
Diffstat (limited to 'channels/console_board.c')
-rw-r--r-- | channels/console_board.c | 316 |
1 files changed, 316 insertions, 0 deletions
diff --git a/channels/console_board.c b/channels/console_board.c new file mode 100644 index 000000000..fbc92c50b --- /dev/null +++ b/channels/console_board.c @@ -0,0 +1,316 @@ +/* + * Message board implementation. + * + * A message board is a section of an sdl screen where + * messages can be printed, like on a terminal window. + * The text is stored in a buffer + * of fixed size (rows and cols). A portion of the buffer is + * visible on the screen, and the visible window can be moved up and + * down by dragging. + * + * TODO: font dynamic allocation + * + * OLD: The physical section displayed on the screen is defined + * as keypad element, (the name is defined in the `region' variable + * so the board geometry can be read from the skin or from the + * configuration file. + * + * OLD: To define a message board: + * - declare a board in the gui_info structure; + * - define a region name in the keypad skin and update + * the gui_key_map list; + * - add and manage focus events on its. + * + */ + +#include "asterisk.h" /* ast_strdupa */ +#include "asterisk/utils.h" /* ast_strdupa */ + +#ifndef HAVE_SDL +/* nothing */ +#else +#include <SDL/SDL.h> + +#define GUI_BUFFER_LEN 256 /* buffer lenght used for input buffers */ + +/* Fonts characterization, TODO, read from file */ +#define FONT_H 20 /* char height, pixels */ +#define FONT_W 9 /* char width, pixels */ + +struct board { + int kb_output; /* identity of the board */ + /* pointer to the destination surface (on the keypad window) */ + SDL_Surface *screen; /* the main screen */ + SDL_Rect *p_rect; /* where to write on the main screen */ + SDL_Surface *blank; /* original content of the window */ + + int v_h; /* virtual text height, in lines */ + int v_w; /* virtual text width, in lines (probably same as p_w) */ + int p_h; /* physical (displayed) text height, in lines + * XXX p_h * FONT_H = pixel_height */ + int p_w; /* physical (displayed) text width, in characters + * XXX p_w * FONT_W = pixel_width */ + + int cur_col; /* print position (free character) on the last line */ + int cur_line; /* first (or last ?) virtual line displayed, + * 0 is the line at the bottom, 1 is the one above,... + */ + + SDL_Surface *font; /* points to a surface in the gui structure */ + SDL_Rect *font_rects; /* pointer to the font rects */ + char *text; + /* text buffer, v_h * v_w char. + * We make sure the buffer is always full, + * print on some position on the last line, + * and scroll up when appending new text + */ +}; + +/*! \brief Initialize the board. + * return 0 on success, 1 on error + * TODO, if this is done at reload time, + * free resources before allocate new ones + * TODO: resource deallocation in case of error. + * TODO: move the font load at gui_initialization + * TODO: deallocation of the message history + */ +struct board *board_setup(SDL_Surface *screen, SDL_Rect *dest, + SDL_Surface *font, SDL_Rect *font_rects); +struct board *board_setup(SDL_Surface *screen, SDL_Rect *dest, + SDL_Surface *font, SDL_Rect *font_rects) +{ + struct board *b = ast_calloc(1, sizeof (*b)); + SDL_Rect br; + + if (b == NULL) + return NULL; + /* font, points to the gui structure */ + b->font = font; + b->font_rects = font_rects; + + /* Destination rectangle on the screen - reference is the whole screen */ + b->p_rect = dest; + b->screen = screen; + + /* compute physical sizes */ + b->p_h = b->p_rect->h/FONT_H; + b->p_w = b->p_rect->w/FONT_W; + + /* virtual sizes */ + b->v_h = b->p_h * 10; /* XXX 10 times larger */ + b->v_w = b->p_w; /* same width */ + + br.h = b->p_h * FONT_H; /* pixel sizes of the background */ + br.w = b->p_w * FONT_W; + br.x = br.y = 0; + + b->text = ast_calloc(b->v_w*b->v_h + 1, 1); + if (b->text == NULL) { + ast_log(LOG_WARNING, "Unable to allocate board history memory.\n"); + ast_free(b); + return NULL; + } + memset(b->text, ' ', b->v_w * b->v_h); /* fill with spaces */ + + /* XXX make a copy of the original, for cleaning up */ + b->blank = SDL_CreateRGBSurface(screen->flags, br.w, br.h, + screen->format->BitsPerPixel, + screen->format->Rmask, screen->format->Gmask, + screen->format->Bmask, screen->format->Amask); + + if (b->blank == NULL) { + ast_log(LOG_WARNING, "Unable to allocate board virtual screen: %s\n", + SDL_GetError()); + ast_free(b->text); + ast_free(b); + return NULL; + } + SDL_BlitSurface(screen, b->p_rect, b->blank, &br); + + /* Set color key, if not alpha channel present */ + //colorkey = SDL_MapRGB(b->board_surface->format, 0, 0, 0); + //SDL_SetColorKey(b->board_surface, SDL_SRCCOLORKEY, colorkey); + + b->cur_col = 0; /* current print column */ + b->cur_line = 0; /* last line displayed */ + + ast_log(LOG_WARNING, "Message board %dx%d@%d,%d successfully initialized\n", + b->p_rect->w, b->p_rect->h, + b->p_rect->x, b->p_rect->y); + return b; +} + +#if 0 + +/*! \brief Remap and blit the virtual surface on the physical surface */ +static void blit_on_screen(struct gui_info *gui, struct board *b) +{ + /* Blit a section of the virtual board on the main surface */ + SDL_Rect mapped_rect; /* coordinates related to the main surface */ + + mapped_rect.x = 0; + mapped_rect.y = b->rendering_offset; + mapped_rect.w = b->p_rect.w; + mapped_rect.h = b->p_rect.h; + + /* Clean the surface (print backgroud) */ + // This sould be done in the main loop + // SDL_BlitSurface(gui->keypad, NULL, gui->screen, &b->p_rect); + SDL_BlitSurface(gui->keypad, NULL, gui->screen, &b->p_rect); + + /* Blit the virtual surface on the main surface */ + SDL_BlitSurface(b->v_board, &mapped_rect, gui->screen, &b->p_rect); + + /* Update the keypad screen, should be done in the main loop */ + SDL_UpdateRects(gui->screen, 1, &gui->message_board.p_rect); + //SDL_UpdateRects(gui->screen, 1, &gui->message_board.p_rect); +} + +#endif /* notyet */ + +/* Render the text on the board surface. + * The first line to render is the one at v_h - p_h - cur_line, + * the size is p_h * p_w. + * XXX we assume here that p_w = v_w. + */ +static void render_board(struct board *b) +{ + int first_row = b->v_h - b->p_h - b->cur_line; + int first_char = b->v_w * first_row; + int last_char = first_char + b->p_h * b->v_w; + int i, col; + SDL_Rect dst; + + /* top left char on the physical surface */ + dst.w = FONT_W; + dst.h = FONT_H; + dst.x = b->p_rect->x; + dst.y = b->p_rect->y; + + + /* clean the surface board */ + SDL_BlitSurface(b->blank, NULL, b->screen, b->p_rect); + + /* blit all characters */ + for (i = first_char, col = 0; i < last_char; i++) { + int c = b->text[i] - 32; + SDL_BlitSurface(b->font, &b->font_rects[c], b->screen, &dst); + /* point dst to next char position */ + dst.x += dst.w; + col++; + if (col >= b->v_w) { /* next row */ + dst.x = b->p_rect->x; + dst.y += dst.h; + col = 0; + } + } + /* Update the written portion of the keypad on the screen */ + SDL_UpdateRects(b->screen, 1, b->p_rect); +} + +/* Store the message on the history board + * and blit on screen if required. + * XXX now easy. only regular chars + */ +int print_message(struct board *b, const char *s); +int print_message(struct board *b, const char *s) +{ + int i, l, row, col; + char *dst; + + if (ast_strlen_zero(s)) + return 0; + + l = strlen(s); + row = 0; + col = b->cur_col; + /* First, only check how much space we need. + * Starting from the current print position, we move + * it forward and down (if necessary) according to input + * characters (including newlines, tabs, backspaces...). + * At the end, row tells us how many rows to scroll, and + * col (ignored) is the final print position. + */ + for (i = 0; i < l; i++) { + switch (s[i]) { + case '\r': + col = 0; + break; + case '\n': + col = 0; + row++; + break; + case '\b': + if (col > 0) + col--; + break; + default: + if (s[i] < 32) /* signed, so take up to 127 */ + break; + col++; + if (col >= b->v_w) { + col -= b->v_w; + row++; + } + break; + } + } + /* scroll the text window */ + if (row > 0) { /* need to scroll by 'row' rows */ + memcpy(b->text, b->text + row * b->v_w, b->v_w * (b->v_h - row)); + /* clean the destination area */ + dst = b->text + b->v_w * (b->v_h - row - 1) + b->cur_col; + memset(dst, ' ', b->v_w - b->cur_col + b->v_w * row); + } + /* now do the actual printing. The print position is 'row' lines up + * from the bottom of the buffer, start at the same 'cur_col' as before. + * dst points to the beginning of the current line. + */ + dst = b->text + b->v_w * (b->v_h - row - 1); /* start of current line */ + col = b->cur_col; + for (i = 0; i < l; i++) { + switch (s[i]) { + case '\r': + col = 0; + break; + case '\n': /* move to beginning of next line */ + col = 0; + dst += b->v_w; + break; + case '\b': /* one char back */ + if (col > 0) + col--; + break; + default: + if (s[i] < 32) /* signed, so take up to 127 */ + break; /* non printable */ + dst[col] = s[i]; /* store character */ + col++; + if (col >= b->v_w) { + col -= b->v_w; + dst += b->v_w; + } + break; + } + } + b->cur_col = col; + /* everything is printed now, must do the rendering */ + //board_dump(b); + render_board(b); + return 1; +} + +#if 0 +/*! \brief refresh the screen, and also grab a bunch of events. + */ +static int scroll_message(...) +{ +if moving up, scroll text up; + if (gui->message_board.screen_cur > 0) + gui->message_board.screen_cur--; +otherwise scroll text down. + if ((b->screen_cur + b->p_line) < b->board_next) { + gui->message_board.screen_cur++; +#endif /* notyet */ + +#endif /* HAVE_SDL */ |