mirror of https://github.com/asterisk/asterisk
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: https://origsvn.digium.com/svn/asterisk/trunk@97280 65c4cc65-6c06-0410-ace0-fbb531ad65f31.6.0
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12964661f2
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11c492aaec
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/*
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* Message board implementation.
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*
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* A message board is a section of an sdl screen where
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* messages can be printed, like on a terminal window.
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* The text is stored in a buffer
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* of fixed size (rows and cols). A portion of the buffer is
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* visible on the screen, and the visible window can be moved up and
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* down by dragging.
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*
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* TODO: font dynamic allocation
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*
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* OLD: The physical section displayed on the screen is defined
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* as keypad element, (the name is defined in the `region' variable
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* so the board geometry can be read from the skin or from the
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* configuration file.
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*
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* OLD: To define a message board:
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* - declare a board in the gui_info structure;
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* - define a region name in the keypad skin and update
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* the gui_key_map list;
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* - add and manage focus events on its.
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*
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*/
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#include "asterisk.h" /* ast_strdupa */
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#include "asterisk/utils.h" /* ast_strdupa */
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#ifndef HAVE_SDL
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/* nothing */
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#else
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#include <SDL/SDL.h>
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#define GUI_BUFFER_LEN 256 /* buffer lenght used for input buffers */
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/* Fonts characterization, TODO, read from file */
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#define FONT_H 20 /* char height, pixels */
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#define FONT_W 9 /* char width, pixels */
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struct board {
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int kb_output; /* identity of the board */
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/* pointer to the destination surface (on the keypad window) */
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SDL_Surface *screen; /* the main screen */
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SDL_Rect *p_rect; /* where to write on the main screen */
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SDL_Surface *blank; /* original content of the window */
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int v_h; /* virtual text height, in lines */
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int v_w; /* virtual text width, in lines (probably same as p_w) */
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int p_h; /* physical (displayed) text height, in lines
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* XXX p_h * FONT_H = pixel_height */
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int p_w; /* physical (displayed) text width, in characters
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* XXX p_w * FONT_W = pixel_width */
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int cur_col; /* print position (free character) on the last line */
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int cur_line; /* first (or last ?) virtual line displayed,
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* 0 is the line at the bottom, 1 is the one above,...
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*/
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SDL_Surface *font; /* points to a surface in the gui structure */
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SDL_Rect *font_rects; /* pointer to the font rects */
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char *text;
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/* text buffer, v_h * v_w char.
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* We make sure the buffer is always full,
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* print on some position on the last line,
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* and scroll up when appending new text
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*/
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};
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/*! \brief Initialize the board.
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* return 0 on success, 1 on error
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* TODO, if this is done at reload time,
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* free resources before allocate new ones
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* TODO: resource deallocation in case of error.
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* TODO: move the font load at gui_initialization
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* TODO: deallocation of the message history
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*/
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struct board *board_setup(SDL_Surface *screen, SDL_Rect *dest,
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SDL_Surface *font, SDL_Rect *font_rects);
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struct board *board_setup(SDL_Surface *screen, SDL_Rect *dest,
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SDL_Surface *font, SDL_Rect *font_rects)
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{
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struct board *b = ast_calloc(1, sizeof (*b));
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SDL_Rect br;
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if (b == NULL)
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return NULL;
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/* font, points to the gui structure */
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b->font = font;
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b->font_rects = font_rects;
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/* Destination rectangle on the screen - reference is the whole screen */
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b->p_rect = dest;
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b->screen = screen;
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/* compute physical sizes */
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b->p_h = b->p_rect->h/FONT_H;
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b->p_w = b->p_rect->w/FONT_W;
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/* virtual sizes */
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b->v_h = b->p_h * 10; /* XXX 10 times larger */
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b->v_w = b->p_w; /* same width */
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br.h = b->p_h * FONT_H; /* pixel sizes of the background */
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br.w = b->p_w * FONT_W;
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br.x = br.y = 0;
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b->text = ast_calloc(b->v_w*b->v_h + 1, 1);
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if (b->text == NULL) {
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ast_log(LOG_WARNING, "Unable to allocate board history memory.\n");
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ast_free(b);
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return NULL;
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}
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memset(b->text, ' ', b->v_w * b->v_h); /* fill with spaces */
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/* XXX make a copy of the original, for cleaning up */
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b->blank = SDL_CreateRGBSurface(screen->flags, br.w, br.h,
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screen->format->BitsPerPixel,
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screen->format->Rmask, screen->format->Gmask,
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screen->format->Bmask, screen->format->Amask);
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if (b->blank == NULL) {
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ast_log(LOG_WARNING, "Unable to allocate board virtual screen: %s\n",
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SDL_GetError());
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ast_free(b->text);
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ast_free(b);
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return NULL;
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}
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SDL_BlitSurface(screen, b->p_rect, b->blank, &br);
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/* Set color key, if not alpha channel present */
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//colorkey = SDL_MapRGB(b->board_surface->format, 0, 0, 0);
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//SDL_SetColorKey(b->board_surface, SDL_SRCCOLORKEY, colorkey);
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b->cur_col = 0; /* current print column */
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b->cur_line = 0; /* last line displayed */
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ast_log(LOG_WARNING, "Message board %dx%d@%d,%d successfully initialized\n",
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b->p_rect->w, b->p_rect->h,
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b->p_rect->x, b->p_rect->y);
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return b;
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}
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#if 0
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/*! \brief Remap and blit the virtual surface on the physical surface */
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static void blit_on_screen(struct gui_info *gui, struct board *b)
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{
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/* Blit a section of the virtual board on the main surface */
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SDL_Rect mapped_rect; /* coordinates related to the main surface */
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mapped_rect.x = 0;
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mapped_rect.y = b->rendering_offset;
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mapped_rect.w = b->p_rect.w;
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mapped_rect.h = b->p_rect.h;
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/* Clean the surface (print backgroud) */
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// This sould be done in the main loop
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// SDL_BlitSurface(gui->keypad, NULL, gui->screen, &b->p_rect);
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SDL_BlitSurface(gui->keypad, NULL, gui->screen, &b->p_rect);
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/* Blit the virtual surface on the main surface */
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SDL_BlitSurface(b->v_board, &mapped_rect, gui->screen, &b->p_rect);
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/* Update the keypad screen, should be done in the main loop */
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SDL_UpdateRects(gui->screen, 1, &gui->message_board.p_rect);
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//SDL_UpdateRects(gui->screen, 1, &gui->message_board.p_rect);
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}
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#endif /* notyet */
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/* Render the text on the board surface.
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* The first line to render is the one at v_h - p_h - cur_line,
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* the size is p_h * p_w.
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* XXX we assume here that p_w = v_w.
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*/
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static void render_board(struct board *b)
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{
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int first_row = b->v_h - b->p_h - b->cur_line;
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int first_char = b->v_w * first_row;
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int last_char = first_char + b->p_h * b->v_w;
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int i, col;
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SDL_Rect dst;
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/* top left char on the physical surface */
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dst.w = FONT_W;
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dst.h = FONT_H;
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dst.x = b->p_rect->x;
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dst.y = b->p_rect->y;
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/* clean the surface board */
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SDL_BlitSurface(b->blank, NULL, b->screen, b->p_rect);
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/* blit all characters */
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for (i = first_char, col = 0; i < last_char; i++) {
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int c = b->text[i] - 32;
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SDL_BlitSurface(b->font, &b->font_rects[c], b->screen, &dst);
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/* point dst to next char position */
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dst.x += dst.w;
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col++;
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if (col >= b->v_w) { /* next row */
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dst.x = b->p_rect->x;
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dst.y += dst.h;
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col = 0;
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}
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}
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/* Update the written portion of the keypad on the screen */
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SDL_UpdateRects(b->screen, 1, b->p_rect);
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}
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/* Store the message on the history board
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* and blit on screen if required.
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* XXX now easy. only regular chars
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*/
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int print_message(struct board *b, const char *s);
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int print_message(struct board *b, const char *s)
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{
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int i, l, row, col;
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char *dst;
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if (ast_strlen_zero(s))
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return 0;
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l = strlen(s);
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row = 0;
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col = b->cur_col;
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/* First, only check how much space we need.
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* Starting from the current print position, we move
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* it forward and down (if necessary) according to input
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* characters (including newlines, tabs, backspaces...).
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* At the end, row tells us how many rows to scroll, and
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* col (ignored) is the final print position.
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*/
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for (i = 0; i < l; i++) {
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switch (s[i]) {
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case '\r':
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col = 0;
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break;
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case '\n':
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col = 0;
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row++;
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break;
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case '\b':
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if (col > 0)
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col--;
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break;
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default:
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if (s[i] < 32) /* signed, so take up to 127 */
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break;
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col++;
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if (col >= b->v_w) {
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col -= b->v_w;
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row++;
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}
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break;
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}
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}
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/* scroll the text window */
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if (row > 0) { /* need to scroll by 'row' rows */
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memcpy(b->text, b->text + row * b->v_w, b->v_w * (b->v_h - row));
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/* clean the destination area */
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dst = b->text + b->v_w * (b->v_h - row - 1) + b->cur_col;
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memset(dst, ' ', b->v_w - b->cur_col + b->v_w * row);
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}
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/* now do the actual printing. The print position is 'row' lines up
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* from the bottom of the buffer, start at the same 'cur_col' as before.
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* dst points to the beginning of the current line.
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*/
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dst = b->text + b->v_w * (b->v_h - row - 1); /* start of current line */
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col = b->cur_col;
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for (i = 0; i < l; i++) {
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switch (s[i]) {
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case '\r':
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col = 0;
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break;
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case '\n': /* move to beginning of next line */
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col = 0;
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dst += b->v_w;
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break;
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case '\b': /* one char back */
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if (col > 0)
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col--;
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break;
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default:
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if (s[i] < 32) /* signed, so take up to 127 */
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break; /* non printable */
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dst[col] = s[i]; /* store character */
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col++;
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if (col >= b->v_w) {
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col -= b->v_w;
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dst += b->v_w;
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}
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break;
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}
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}
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b->cur_col = col;
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/* everything is printed now, must do the rendering */
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//board_dump(b);
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render_board(b);
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return 1;
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}
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#if 0
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/*! \brief refresh the screen, and also grab a bunch of events.
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*/
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static int scroll_message(...)
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{
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if moving up, scroll text up;
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if (gui->message_board.screen_cur > 0)
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gui->message_board.screen_cur--;
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otherwise scroll text down.
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if ((b->screen_cur + b->p_line) < b->board_next) {
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gui->message_board.screen_cur++;
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#endif /* notyet */
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#endif /* HAVE_SDL */
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