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- /*
- * 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).
- */
- /*** MODULEINFO
- <support_level>extended</support_level>
- ***/
- #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 <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 */
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