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This is easier to deal with if it uses the existing string handling, since we will be able to use translations, etc. in the future. Update it to use an ID instead of a string. Signed-off-by: Simon Glass <sjg@chromium.org>
522 lines
14 KiB
C
522 lines
14 KiB
C
/* SPDX-License-Identifier: GPL-2.0+ */
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/*
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* Copyright 2022 Google LLC
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* Written by Simon Glass <sjg@chromium.org>
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*/
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#ifndef __SCENE_H
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#define __SCENE_H
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#include <linux/list.h>
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struct udevice;
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/**
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* enum expoact_type - types of actions reported by the expo
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*
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* @EXPOACT_NONE: no action
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* @EXPOACT_POINT: menu item was highlighted (@id indicates which)
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* @EXPOACT_SELECT: menu item was selected (@id indicates which)
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* @EXPOACT_QUIT: request to exit the menu
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*/
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enum expoact_type {
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EXPOACT_NONE,
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EXPOACT_POINT,
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EXPOACT_SELECT,
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EXPOACT_QUIT,
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};
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/**
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* struct expo_action - an action report by the expo
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*
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* @type: Action type (EXPOACT_NONE if there is no action)
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* @select: Used for EXPOACT_POINT and EXPOACT_SELECT
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* @id: ID number of the object affected.
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*/
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struct expo_action {
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enum expoact_type type;
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union {
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struct {
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int id;
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} select;
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};
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};
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/**
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* struct expo - information about an expo
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*
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* A group of scenes which can be presented to the user, typically to obtain
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* input or to make a selection.
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*
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* @name: Name of the expo (allocated)
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* @display: Display to use (`UCLASS_VIDEO`), or NULL to use text mode
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* @scene_id: Current scene ID (0 if none)
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* @next_id: Next ID number to use, for automatic allocation
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* @action: Action selected by user. At present only one is supported, with the
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* type set to EXPOACT_NONE if there is no action
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* @text_mode: true to use text mode for the menu (no vidconsole)
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* @priv: Private data for the controller
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* @scene_head: List of scenes
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* @str_head: list of strings
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*/
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struct expo {
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char *name;
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struct udevice *display;
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uint scene_id;
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uint next_id;
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struct expo_action action;
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bool text_mode;
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void *priv;
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struct list_head scene_head;
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struct list_head str_head;
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};
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/**
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* struct expo_string - a string that can be used in an expo
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*
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* @id: ID number of the string
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* @str: String
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* @sibling: Node to link this object to its siblings
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*/
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struct expo_string {
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uint id;
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const char *str;
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struct list_head sibling;
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};
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/**
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* struct scene - information about a scene in an expo
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*
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* A collection of text/image/menu items in an expo
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*
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* @expo: Expo this scene is part of
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* @name: Name of the scene (allocated)
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* @id: ID number of the scene
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* @title_id: String ID of title of the scene (allocated)
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* @sibling: Node to link this scene to its siblings
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* @obj_head: List of objects in the scene
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*/
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struct scene {
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struct expo *expo;
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char *name;
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uint id;
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uint title_id;
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struct list_head sibling;
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struct list_head obj_head;
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};
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/**
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* enum scene_obj_t - type of a scene object
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*
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* @SCENEOBJT_NONE: Used to indicate that the type does not matter
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* @SCENEOBJT_IMAGE: Image data to render
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* @SCENEOBJT_TEXT: Text line to render
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* @SCENEOBJT_MENU: Menu containing items the user can select
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*/
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enum scene_obj_t {
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SCENEOBJT_NONE = 0,
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SCENEOBJT_IMAGE,
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SCENEOBJT_TEXT,
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SCENEOBJT_MENU,
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};
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/**
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* struct scene_obj - information about an object in a scene
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*
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* @scene: Scene that this object relates to
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* @name: Name of the object (allocated)
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* @id: ID number of the object
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* @type: Type of this object
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* @x: x position, in pixels from left side
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* @y: y position, in pixels from top
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* @hide: true if the object should be hidden
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* @sibling: Node to link this object to its siblings
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*/
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struct scene_obj {
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struct scene *scene;
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char *name;
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uint id;
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enum scene_obj_t type;
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int x;
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int y;
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bool hide;
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struct list_head sibling;
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};
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/**
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* struct scene_obj_img - information about an image object in a scene
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*
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* This is a rectangular image which is blitted onto the display
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*
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* @obj: Basic object information
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* @data: Image data in BMP format
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*/
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struct scene_obj_img {
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struct scene_obj obj;
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char *data;
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};
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/**
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* struct scene_obj_txt - information about a text object in a scene
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*
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* This is a single-line text object
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*
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* @obj: Basic object information
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* @str_id: ID of the text string to display
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* @font_name: Name of font (allocated by caller)
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* @font_size: Nominal size of font in pixels
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*/
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struct scene_obj_txt {
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struct scene_obj obj;
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uint str_id;
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const char *font_name;
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uint font_size;
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};
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/**
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* struct scene_obj_menu - information about a menu object in a scene
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*
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* A menu has a number of items which can be selected by the user
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*
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* It also has:
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*
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* - a text/image object (@pointer_id) which points to the current item
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* (@cur_item_id)
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*
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* - a preview object which shows an image related to the current item
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*
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* @obj: Basic object information
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* @title_id: ID of the title text, or 0 if none
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* @cur_item_id: ID of the current menu item, or 0 if none
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* @pointer_id: ID of the object pointing to the current selection
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* @item_head: List of items in the menu
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*/
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struct scene_obj_menu {
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struct scene_obj obj;
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uint title_id;
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uint cur_item_id;
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uint pointer_id;
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struct list_head item_head;
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};
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/**
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* enum scene_menuitem_flags_t - flags for menu items
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*
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* @SCENEMIF_GAP_BEFORE: Add a gap before this item
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*/
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enum scene_menuitem_flags_t {
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SCENEMIF_GAP_BEFORE = 1 << 0,
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};
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/**
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* struct scene_menitem - a menu item in a menu
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*
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* A menu item has:
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*
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* - text object holding the name (short) and description (can be longer)
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* - a text object holding the keypress
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*
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* @name: Name of the item (this is allocated by this call)
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* @id: ID number of the object
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* @key_id: ID of text object to use as the keypress to show
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* @label_id: ID of text object to use as the label text
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* @desc_id: ID of text object to use as the description text
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* @preview_id: ID of the preview object, or 0 if none
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* @flags: Flags for this item
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* @sibling: Node to link this item to its siblings
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*/
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struct scene_menitem {
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char *name;
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uint id;
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uint key_id;
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uint label_id;
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uint desc_id;
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uint preview_id;
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uint flags;
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struct list_head sibling;
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};
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/**
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* expo_new() - create a new expo
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*
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* Allocates a new expo
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*
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* @name: Name of expo (this is allocated by this call)
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* @priv: Private data for the controller
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* @expp: Returns a pointer to the new expo on success
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* Returns: 0 if OK, -ENOMEM if out of memory
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*/
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int expo_new(const char *name, void *priv, struct expo **expp);
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/**
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* expo_destroy() - Destroy an expo and free all its memory
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*
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* @exp: Expo to destroy
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*/
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void expo_destroy(struct expo *exp);
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/**
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* expo_str() - add a new string to an expo
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*
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* @exp: Expo to update
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* @name: Name to use (this is allocated by this call)
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* @id: ID to use for the new object (0 to allocate one)
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* @str: Pointer to text to display (allocated by caller)
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* Returns: ID number for the object (typically @id), or -ve on error
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*/
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int expo_str(struct expo *exp, const char *name, uint id, const char *str);
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/**
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* expo_get_str() - Get a string by ID
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*
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* @exp: Expo to use
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* @id: String ID to look up
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* @returns string, or NULL if not found
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*/
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const char *expo_get_str(struct expo *exp, uint id);
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/**
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* expo_set_display() - set the display to use for a expo
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*
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* @exp: Expo to update
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* @dev: Display to use (`UCLASS_VIDEO`), NULL to use text mode
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* Returns: 0 (always)
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*/
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int expo_set_display(struct expo *exp, struct udevice *dev);
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/**
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* expo_set_scene_id() - Set the current scene ID
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*
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* @exp: Expo to update
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* @scene_id: New scene ID to use (0 to select no scene)
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* Returns: 0 if OK, -ENOENT if there is no scene with that ID
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*/
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int expo_set_scene_id(struct expo *exp, uint scene_id);
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/**
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* expo_render() - render the expo on the display / console
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*
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* @exp: Expo to render
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*
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* Returns: 0 if OK, -ECHILD if there is no current scene, -ENOENT if the
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* current scene is not found, other error if something else goes wrong
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*/
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int expo_render(struct expo *exp);
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/**
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* exp_set_text_mode() - Controls whether the expo renders in text mode
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*
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* @exp: Expo to update
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* @text_mode: true to use text mode, false to use the console
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*/
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void exp_set_text_mode(struct expo *exp, bool text_mode);
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/**
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* scene_new() - create a new scene in a expo
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*
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* The scene is given the ID @id which must be unique across all scenes, objects
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* and items. The expo's @next_id is updated to at least @id + 1
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*
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* @exp: Expo to update
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* @name: Name to use (this is allocated by this call)
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* @id: ID to use for the new scene (0 to allocate one)
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* @scnp: Returns a pointer to the new scene on success
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* Returns: ID number for the scene (typically @id), or -ve on error
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*/
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int scene_new(struct expo *exp, const char *name, uint id, struct scene **scnp);
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/**
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* expo_lookup_scene_id() - Look up a scene by ID
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*
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* @exp: Expo to check
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* @scene_id: Scene ID to look up
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* @returns pointer to scene if found, else NULL
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*/
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struct scene *expo_lookup_scene_id(struct expo *exp, uint scene_id);
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/**
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* scene_title_set() - set the scene title
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*
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* @scn: Scene to update
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* @title_id: Title ID to set
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* Returns: 0 if OK
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*/
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int scene_title_set(struct scene *scn, uint title_id);
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/**
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* scene_obj_count() - Count the number of objects in a scene
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*
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* @scn: Scene to check
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* Returns: number of objects in the scene, 0 if none
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*/
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int scene_obj_count(struct scene *scn);
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/**
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* scene_img() - add a new image to a scene
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*
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* @scn: Scene to update
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* @name: Name to use (this is allocated by this call)
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* @id: ID to use for the new object (0 to allocate one)
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* @data: Pointer to image data
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* @imgp: If non-NULL, returns the new object
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* Returns: ID number for the object (typically @id), or -ve on error
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*/
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int scene_img(struct scene *scn, const char *name, uint id, char *data,
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struct scene_obj_img **imgp);
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/**
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* scene_txt() - add a new text object to a scene
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*
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* @scn: Scene to update
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* @name: Name to use (this is allocated by this call)
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* @id: ID to use for the new object (0 to allocate one)
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* @str_id: ID of the string to use
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* @txtp: If non-NULL, returns the new object
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* Returns: ID number for the object (typically @id), or -ve on error
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*/
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int scene_txt(struct scene *scn, const char *name, uint id, uint str_id,
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struct scene_obj_txt **txtp);
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/**
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* scene_txt_str() - add a new string to expr and text object to a scene
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*
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* @scn: Scene to update
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* @name: Name to use (this is allocated by this call)
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* @id: ID to use for the new object (0 to allocate one)
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* @str_id: ID of the string to use
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* @str: Pointer to text to display (allocated by caller)
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* @txtp: If non-NULL, returns the new object
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* Returns: ID number for the object (typically @id), or -ve on error
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*/
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int scene_txt_str(struct scene *scn, const char *name, uint id, uint str_id,
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const char *str, struct scene_obj_txt **txtp);
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/**
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* scene_menu() - create a menu
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*
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* @scn: Scene to update
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* @name: Name to use (this is allocated by this call)
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* @id: ID to use for the new object (0 to allocate one)
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* @menup: If non-NULL, returns the new object
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* Returns: ID number for the object (typically @id), or -ve on error
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*/
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int scene_menu(struct scene *scn, const char *name, uint id,
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struct scene_obj_menu **menup);
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/**
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* scene_txt_set_font() - Set the font for an object
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*
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* @scn: Scene to update
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* @id: ID of object to update
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* @font_name: Font name to use (allocated by caller)
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* @font_size: Font size to use (nominal height in pixels)
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*/
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int scene_txt_set_font(struct scene *scn, uint id, const char *font_name,
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uint font_size);
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/**
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* scene_obj_set_pos() - Set the postion of an object
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*
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* @scn: Scene to update
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* @id: ID of object to update
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* @x: x position, in pixels from left side
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* @y: y position, in pixels from top
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* Returns: 0 if OK, -ENOENT if @id is invalid
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*/
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int scene_obj_set_pos(struct scene *scn, uint id, int x, int y);
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/**
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* scene_obj_set_hide() - Set whether an object is hidden
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*
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* The update happens when the expo is next rendered.
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*
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* @scn: Scene to update
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* @id: ID of object to update
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* @hide: true to hide the object, false to show it
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* Returns: 0 if OK, -ENOENT if @id is invalid
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*/
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int scene_obj_set_hide(struct scene *scn, uint id, bool hide);
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/**
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* scene_menu_set_title() - Set the title of a menu
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*
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* @scn: Scene to update
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* @id: ID of menu object to update
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* @title_id: ID of text object to use as the title
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* Returns: 0 if OK, -ENOENT if @id is invalid, -EINVAL if @title_id is invalid
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*/
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int scene_menu_set_title(struct scene *scn, uint id, uint title_id);
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/**
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* scene_menu_set_pointer() - Set the item pointer for a menu
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*
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* This is a visual indicator of the current item, typically a ">" character
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* which sits next to the current item and moves when the user presses the
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* up/down arrow keys
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*
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* @scn: Scene to update
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* @id: ID of menu object to update
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* @cur_item_id: ID of text or image object to use as a pointer to the current
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* item
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* Returns: 0 if OK, -ENOENT if @id is invalid, -EINVAL if @cur_item_id is invalid
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*/
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int scene_menu_set_pointer(struct scene *scn, uint id, uint cur_item_id);
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/**
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* scene_obj_get_hw() - Get width and height of an object in a scene
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*
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* @scn: Scene to check
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* @id: ID of menu object to check
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* @widthp: If non-NULL, returns width of object in pixels
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* Returns: Height of object in pixels
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*/
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int scene_obj_get_hw(struct scene *scn, uint id, int *widthp);
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/**
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* scene_menuitem() - Add an item to a menu
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*
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* @scn: Scene to update
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* @menu_id: ID of menu object to update
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* @name: Name to use (this is allocated by this call)
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* @id: ID to use for the new object (0 to allocate one)
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* @key_id: ID of text object to use as the keypress to show
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* @label_id: ID of text object to use as the label text
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* @desc_id: ID of text object to use as the description text
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* @preview_id: ID of object to use as the preview (text or image)
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* @flags: Flags for this item (enum scene_menuitem_flags_t)
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* @itemp: If non-NULL, returns the new object
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* Returns: ID number for the item (typically @id), or -ve on error
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*/
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int scene_menuitem(struct scene *scn, uint menu_id, const char *name, uint id,
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uint key_id, uint label_id, uint desc_id, uint preview_id,
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uint flags, struct scene_menitem **itemp);
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/**
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* scene_arrange() - Arrange the scene to deal with object sizes
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*
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* Updates any menus in the scene so that their objects are in the right place.
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*
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* @scn: Scene to arrange
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* Returns: 0 if OK, -ve on error
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*/
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int scene_arrange(struct scene *scn);
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/**
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* expo_send_key() - set a keypress to the expo
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*
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* @exp: Expo to receive the key
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* @key: Key to send (ASCII or enum bootmenu_key)
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* Returns: 0 if OK, -ECHILD if there is no current scene
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*/
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int expo_send_key(struct expo *exp, int key);
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/**
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* expo_action_get() - read user input from the expo
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*
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* @exp: Expo to check
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* @act: Returns action
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* Returns: 0 if OK, -EAGAIN if there was no action to return
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*/
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int expo_action_get(struct expo *exp, struct expo_action *act);
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#endif /*__SCENE_H */
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