1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350
|
/*
* 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: 369013 $
*/
/*
* 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).
*/
/*** MODULEINFO
<support_level>extended</support_level>
***/
#include "asterisk.h" /* ast_strdupa */
ASTERISK_FILE_VERSION(__FILE__, "$Revision: 369013 $")
#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 <SDL/SDL.h>
/* 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 */
|