/* * Asterisk -- An open source telephony toolkit. * * Copyright 2007-2008, Marta Carbone, Luigi Rizzo * * See http://www.asterisk.org for more information about * the Asterisk project. Please do not directly contact * any of the maintainers of this project for assistance; * the project provides a web site, mailing lists and IRC * channels for your use. * * This program is free software, distributed under the terms of * the GNU General Public License Version 2. See the LICENSE file * at the top of the source tree. * * $Revision$ */ /* * Message board implementation. * * A message board is a region of the SDL screen where * messages can be printed, like on a terminal window. * * At the moment we support fix-size font. * * 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 (not yet!) * * TODO: font dynamic allocation * * The region where the text is 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). */ #include "asterisk.h" /* ast_strdupa */ ASTERISK_FILE_VERSION(__FILE__, "$Revision$") #include "asterisk/utils.h" /* ast_strdupa */ #include "console_video.h" /* ast_strdupa */ #ifdef HAVE_SDL /* we only use this code if SDL is available */ #include /* Fonts characterization. XXX should be read from the 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 */ /* the rectangle we actually use */ br.h = b->p_h * FONT_H; /* pixel sizes of the background */ br.w = b->p_w * FONT_W; br.x = br.y = 0; /* allocate a buffer for the text */ 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 */ /* make a copy of the original rectangle, 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 */ if (0) 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; } /* 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; /* XXX first 32 chars are not printable */ if (c < 0) /* buffer terminator or anything else is a blank */ c = 0; 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; } } SDL_UpdateRects(b->screen, 1, b->p_rect); /* Update the screen */ } void move_message_board(struct board *b, int dy) { int cur = b->cur_line + dy; if (cur < 0) cur = 0; else if (cur >= b->v_h - b->p_h) cur = b->v_h - b->p_h - 1; b->cur_line = cur; render_board(b); } /* return the content of a board */ const char *read_message(const struct board *b) { return b->text; } int reset_board(struct board *b) { memset(b->text, ' ', b->v_w * b->v_h); /* fill with spaces */ b->cur_col = 0; b->cur_line = 0; render_board(b); return 0; } /* 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 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 */ dst[col] = '\0'; /* mark the rest of the line as empty */ col = 0; dst += b->v_w; break; case '\b': /* one char back */ if (col > 0) col--; dst[col] = ' '; /* delete current char */ 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; } } dst[col] = '\0'; /* the current position is empty */ b->cur_col = col; /* everything is printed now, must do the rendering */ render_board(b); return 1; } /* deletes a board. * we make the free operation on any fields of the board structure allocated * in dynamic memory */ void delete_board(struct board *b) { if (b) { /* deletes the text */ if (b->text) ast_free (b->text); /* deallocates the blank surface */ SDL_FreeSurface(b->blank); /* deallocates the board */ ast_free(b); } } #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 */