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/* SPDX-License-Identifier: GPL-2.0+ */
/*
* Copyright 2022 Google LLC
* Written by Simon Glass <sjg@chromium.org>
*/
#ifndef __SCENE_H
#define __SCENE_H
#include <dm/ofnode_decl.h>
#include <linux/list.h>
struct udevice;
/**
* enum expoact_type - types of actions reported by the expo
*
* @EXPOACT_NONE: no action
* @EXPOACT_POINT_ITEM: menu item was highlighted (@id indicates which)
* @EXPOACT_SELECT: menu item was selected (@id indicates which)
* @EXPOACT_QUIT: request to exit the menu
*/
enum expoact_type {
EXPOACT_NONE,
EXPOACT_POINT_ITEM,
EXPOACT_SELECT,
EXPOACT_QUIT,
};
/**
* struct expo_action - an action report by the expo
*
* @type: Action type (EXPOACT_NONE if there is no action)
* @select: Used for EXPOACT_POINT_ITEM and EXPOACT_SELECT
* @id: ID number of the object affected.
*/
struct expo_action {
enum expoact_type type;
union {
struct {
int id;
} select;
};
};
/**
* struct expo_theme - theme for the expo
*
* @font_size: Default font size for all text
* @menu_inset: Inset width (on each side and top/bottom) for menu items
* @menuitem_gap_y: Gap between menu items in pixels
*/
struct expo_theme {
u32 font_size;
u32 menu_inset;
u32 menuitem_gap_y;
};
/**
* struct expo - information about an expo
*
* A group of scenes which can be presented to the user, typically to obtain
* input or to make a selection.
*
* @name: Name of the expo (allocated)
* @display: Display to use (`UCLASS_VIDEO`), or NULL to use text mode
* @cons: Console to use (`UCLASS_VIDEO_CONSOLE`), or NULL to use text mode
* @scene_id: Current scene ID (0 if none)
* @next_id: Next ID number to use, for automatic allocation
* @action: Action selected by user. At present only one is supported, with the
* type set to EXPOACT_NONE if there is no action
* @text_mode: true to use text mode for the menu (no vidconsole)
* @popup: true to use popup menus, instead of showing all items
* @priv: Private data for the controller
* @theme: Information about fonts styles, etc.
* @scene_head: List of scenes
* @str_head: list of strings
*/
struct expo {
char *name;
struct udevice *display;
struct udevice *cons;
uint scene_id;
uint next_id;
struct expo_action action;
bool text_mode;
bool popup;
void *priv;
struct expo_theme theme;
struct list_head scene_head;
struct list_head str_head;
};
/**
* struct expo_string - a string that can be used in an expo
*
* @id: ID number of the string
* @str: String
* @sibling: Node to link this object to its siblings
*/
struct expo_string {
uint id;
const char *str;
struct list_head sibling;
};
/**
* struct scene - information about a scene in an expo
*
* A collection of text/image/menu items in an expo
*
* @expo: Expo this scene is part of
* @name: Name of the scene (allocated)
* @id: ID number of the scene
* @title_id: String ID of title of the scene (allocated)
* @highlight_id: ID of highlighted object, if any
* @sibling: Node to link this scene to its siblings
* @obj_head: List of objects in the scene
*/
struct scene {
struct expo *expo;
char *name;
uint id;
uint title_id;
uint highlight_id;
struct list_head sibling;
struct list_head obj_head;
};
/**
* enum scene_obj_t - type of a scene object
*
* @SCENEOBJT_NONE: Used to indicate that the type does not matter
* @SCENEOBJT_IMAGE: Image data to render
* @SCENEOBJT_TEXT: Text line to render
* @SCENEOBJT_MENU: Menu containing items the user can select
*/
enum scene_obj_t {
SCENEOBJT_NONE = 0,
SCENEOBJT_IMAGE,
SCENEOBJT_TEXT,
SCENEOBJT_MENU,
};
/**
* struct scene_dim - Dimensions of an object
*
* @x: x position, in pixels from left side
* @y: y position, in pixels from top
* @w: width, in pixels
* @h: height, in pixels
*/
struct scene_dim {
int x;
int y;
int w;
int h;
};
/**
* enum scene_obj_flags_t - flags for objects
*
* @SCENEOF_HIDE: object should be hidden
* @SCENEOF_POINT: object should be highlighted
* @SCENEOF_OPEN: object should be opened (e.g. menu is opened so that an option
* can be selected)
*/
enum scene_obj_flags_t {
SCENEOF_HIDE = 1 << 0,
SCENEOF_POINT = 1 << 1,
SCENEOF_OPEN = 1 << 2,
};
/**
* struct scene_obj - information about an object in a scene
*
* @scene: Scene that this object relates to
* @name: Name of the object (allocated)
* @id: ID number of the object
* @type: Type of this object
* @dim: Dimensions for this object
* @flags: Flags for this object
* @sibling: Node to link this object to its siblings
*/
struct scene_obj {
struct scene *scene;
char *name;
uint id;
enum scene_obj_t type;
struct scene_dim dim;
int flags;
struct list_head sibling;
};
/**
* struct scene_obj_img - information about an image object in a scene
*
* This is a rectangular image which is blitted onto the display
*
* @obj: Basic object information
* @data: Image data in BMP format
*/
struct scene_obj_img {
struct scene_obj obj;
char *data;
};
/**
* struct scene_obj_txt - information about a text object in a scene
*
* This is a single-line text object
*
* @obj: Basic object information
* @str_id: ID of the text string to display
* @font_name: Name of font (allocated by caller)
* @font_size: Nominal size of font in pixels
*/
struct scene_obj_txt {
struct scene_obj obj;
uint str_id;
const char *font_name;
uint font_size;
};
/**
* struct scene_obj_menu - information about a menu object in a scene
*
* A menu has a number of items which can be selected by the user
*
* It also has:
*
* - a text/image object (@pointer_id) which points to the current item
* (@cur_item_id)
*
* - a preview object which shows an image related to the current item
*
* @obj: Basic object information
* @title_id: ID of the title text, or 0 if none
* @cur_item_id: ID of the current menu item, or 0 if none
* @pointer_id: ID of the object pointing to the current selection
* @item_head: List of items in the menu
*/
struct scene_obj_menu {
struct scene_obj obj;
uint title_id;
uint cur_item_id;
uint pointer_id;
struct list_head item_head;
};
/**
* enum scene_menuitem_flags_t - flags for menu items
*
* @SCENEMIF_GAP_BEFORE: Add a gap before this item
*/
enum scene_menuitem_flags_t {
SCENEMIF_GAP_BEFORE = 1 << 0,
};
/**
* struct scene_menitem - a menu item in a menu
*
* A menu item has:
*
* - text object holding the name (short) and description (can be longer)
* - a text object holding the keypress
*
* @name: Name of the item (this is allocated by this call)
* @id: ID number of the object
* @key_id: ID of text object to use as the keypress to show
* @label_id: ID of text object to use as the label text
* @desc_id: ID of text object to use as the description text
* @preview_id: ID of the preview object, or 0 if none
* @flags: Flags for this item
* @sibling: Node to link this item to its siblings
*/
struct scene_menitem {
char *name;
uint id;
uint key_id;
uint label_id;
uint desc_id;
uint preview_id;
uint flags;
struct list_head sibling;
};
/**
* expo_new() - create a new expo
*
* Allocates a new expo
*
* @name: Name of expo (this is allocated by this call)
* @priv: Private data for the controller
* @expp: Returns a pointer to the new expo on success
* Returns: 0 if OK, -ENOMEM if out of memory
*/
int expo_new(const char *name, void *priv, struct expo **expp);
/**
* expo_destroy() - Destroy an expo and free all its memory
*
* @exp: Expo to destroy
*/
void expo_destroy(struct expo *exp);
/**
* expo_set_dynamic_start() - Set the start of the 'dynamic' IDs
*
* It is common for a set of 'static' IDs to be used to refer to objects in the
* expo. These typically use an enum so that they are defined in sequential
* order.
*
* Dynamic IDs (for objects not in the enum) are intended to be used for
* objects to which the code does not need to refer. These are ideally located
* above the static IDs.
*
* Use this function to set the start of the dynamic range, making sure that the
* value is higher than all the statically allocated IDs.
*
* @exp: Expo to update
* @dyn_start: Start ID that expo should use for dynamic allocation
*/
void expo_set_dynamic_start(struct expo *exp, uint dyn_start);
/**
* expo_str() - add a new string to an expo
*
* @exp: Expo to update
* @name: Name to use (this is allocated by this call)
* @id: ID to use for the new object (0 to allocate one)
* @str: Pointer to text to display (allocated by caller)
* Returns: ID number for the object (typically @id), or -ve on error
*/
int expo_str(struct expo *exp, const char *name, uint id, const char *str);
/**
* expo_get_str() - Get a string by ID
*
* @exp: Expo to use
* @id: String ID to look up
* @returns string, or NULL if not found
*/
const char *expo_get_str(struct expo *exp, uint id);
/**
* expo_set_display() - set the display to use for a expo
*
* @exp: Expo to update
* @dev: Display to use (`UCLASS_VIDEO`), NULL to use text mode
* Returns: 0 (always)
*/
int expo_set_display(struct expo *exp, struct udevice *dev);
/**
* expo_calc_dims() - Calculate the dimensions of the objects
*
* Updates the width and height of all objects based on their contents
*
* @exp: Expo to update
* Returns 0 if OK, -ENOTSUPP if there is no graphical console
*/
int expo_calc_dims(struct expo *exp);
/**
* expo_set_scene_id() - Set the current scene ID
*
* @exp: Expo to update
* @scene_id: New scene ID to use (0 to select no scene)
* Returns: 0 if OK, -ENOENT if there is no scene with that ID
*/
int expo_set_scene_id(struct expo *exp, uint scene_id);
/**
* expo_render() - render the expo on the display / console
*
* @exp: Expo to render
*
* Returns: 0 if OK, -ECHILD if there is no current scene, -ENOENT if the
* current scene is not found, other error if something else goes wrong
*/
int expo_render(struct expo *exp);
/**
* expo_set_text_mode() - Controls whether the expo renders in text mode
*
* @exp: Expo to update
* @text_mode: true to use text mode, false to use the console
*/
void expo_set_text_mode(struct expo *exp, bool text_mode);
/**
* scene_new() - create a new scene in a expo
*
* The scene is given the ID @id which must be unique across all scenes, objects
* and items. The expo's @next_id is updated to at least @id + 1
*
* @exp: Expo to update
* @name: Name to use (this is allocated by this call)
* @id: ID to use for the new scene (0 to allocate one)
* @scnp: Returns a pointer to the new scene on success
* Returns: ID number for the scene (typically @id), or -ve on error
*/
int scene_new(struct expo *exp, const char *name, uint id, struct scene **scnp);
/**
* expo_lookup_scene_id() - Look up a scene by ID
*
* @exp: Expo to check
* @scene_id: Scene ID to look up
* @returns pointer to scene if found, else NULL
*/
struct scene *expo_lookup_scene_id(struct expo *exp, uint scene_id);
/**
* scene_highlight_first() - Highlight the first item in a scene
*
* This highlights the first item, so that the user can see that it is pointed
* to
*
* @scn: Scene to update
*/
void scene_highlight_first(struct scene *scn);
/**
* scene_set_highlight_id() - Set the object which is highlighted
*
* Sets a new object to highlight in the scene
*
* @scn: Scene to update
* @id: ID of object to highlight
*/
void scene_set_highlight_id(struct scene *scn, uint id);
/**
* scene_set_open() - Set whether an item is open or not
*
* @scn: Scene to update
* @id: ID of object to update
* @open: true to open the object, false to close it
* Returns: 0 if OK, -ENOENT if @id is invalid
*/
int scene_set_open(struct scene *scn, uint id, bool open);
/**
* scene_title_set() - set the scene title
*
* @scn: Scene to update
* @title_id: Title ID to set
* Returns: 0 if OK
*/
int scene_title_set(struct scene *scn, uint title_id);
/**
* scene_obj_count() - Count the number of objects in a scene
*
* @scn: Scene to check
* Returns: number of objects in the scene, 0 if none
*/
int scene_obj_count(struct scene *scn);
/**
* scene_img() - add a new image to a scene
*
* @scn: Scene to update
* @name: Name to use (this is allocated by this call)
* @id: ID to use for the new object (0 to allocate one)
* @data: Pointer to image data
* @imgp: If non-NULL, returns the new object
* Returns: ID number for the object (typically @id), or -ve on error
*/
int scene_img(struct scene *scn, const char *name, uint id, char *data,
struct scene_obj_img **imgp);
/**
* scene_txt() - add a new text object to a scene
*
* @scn: Scene to update
* @name: Name to use (this is allocated by this call)
* @id: ID to use for the new object (0 to allocate one)
* @str_id: ID of the string to use
* @txtp: If non-NULL, returns the new object
* Returns: ID number for the object (typically @id), or -ve on error
*/
int scene_txt(struct scene *scn, const char *name, uint id, uint str_id,
struct scene_obj_txt **txtp);
/**
* scene_txt_str() - add a new string to expr and text object to a scene
*
* @scn: Scene to update
* @name: Name to use (this is allocated by this call)
* @id: ID to use for the new object (0 to allocate one)
* @str_id: ID of the string to use
* @str: Pointer to text to display (allocated by caller)
* @txtp: If non-NULL, returns the new object
* Returns: ID number for the object (typically @id), or -ve on error
*/
int scene_txt_str(struct scene *scn, const char *name, uint id, uint str_id,
const char *str, struct scene_obj_txt **txtp);
/**
* scene_menu() - create a menu
*
* @scn: Scene to update
* @name: Name to use (this is allocated by this call)
* @id: ID to use for the new object (0 to allocate one)
* @menup: If non-NULL, returns the new object
* Returns: ID number for the object (typically @id), or -ve on error
*/
int scene_menu(struct scene *scn, const char *name, uint id,
struct scene_obj_menu **menup);
/**
* scene_txt_set_font() - Set the font for an object
*
* @scn: Scene to update
* @id: ID of object to update
* @font_name: Font name to use (allocated by caller)
* @font_size: Font size to use (nominal height in pixels)
*/
int scene_txt_set_font(struct scene *scn, uint id, const char *font_name,
uint font_size);
/**
* scene_obj_set_pos() - Set the postion of an object
*
* @scn: Scene to update
* @id: ID of object to update
* @x: x position, in pixels from left side
* @y: y position, in pixels from top
* Returns: 0 if OK, -ENOENT if @id is invalid
*/
int scene_obj_set_pos(struct scene *scn, uint id, int x, int y);
/**
* scene_obj_set_size() - Set the size of an object
*
* @scn: Scene to update
* @id: ID of object to update
* @w: width in pixels
* @h: height in pixels
* Returns: 0 if OK, -ENOENT if @id is invalid
*/
int scene_obj_set_size(struct scene *scn, uint id, int w, int h);
/**
* scene_obj_set_hide() - Set whether an object is hidden
*
* The update happens when the expo is next rendered.
*
* @scn: Scene to update
* @id: ID of object to update
* @hide: true to hide the object, false to show it
* Returns: 0 if OK, -ENOENT if @id is invalid
*/
int scene_obj_set_hide(struct scene *scn, uint id, bool hide);
/**
* scene_menu_set_title() - Set the title of a menu
*
* @scn: Scene to update
* @id: ID of menu object to update
* @title_id: ID of text object to use as the title
* Returns: 0 if OK, -ENOENT if @id is invalid, -EINVAL if @title_id is invalid
*/
int scene_menu_set_title(struct scene *scn, uint id, uint title_id);
/**
* scene_menu_set_pointer() - Set the item pointer for a menu
*
* This is a visual indicator of the current item, typically a ">" character
* which sits next to the current item and moves when the user presses the
* up/down arrow keys
*
* @scn: Scene to update
* @id: ID of menu object to update
* @cur_item_id: ID of text or image object to use as a pointer to the current
* item
* Returns: 0 if OK, -ENOENT if @id is invalid, -EINVAL if @cur_item_id is invalid
*/
int scene_menu_set_pointer(struct scene *scn, uint id, uint cur_item_id);
/**
* scene_obj_get_hw() - Get width and height of an object in a scene
*
* @scn: Scene to check
* @id: ID of menu object to check
* @widthp: If non-NULL, returns width of object in pixels
* Returns: Height of object in pixels
*/
int scene_obj_get_hw(struct scene *scn, uint id, int *widthp);
/**
* scene_menuitem() - Add an item to a menu
*
* @scn: Scene to update
* @menu_id: ID of menu object to update
* @name: Name to use (this is allocated by this call)
* @id: ID to use for the new object (0 to allocate one)
* @key_id: ID of text object to use as the keypress to show
* @label_id: ID of text object to use as the label text
* @desc_id: ID of text object to use as the description text
* @preview_id: ID of object to use as the preview (text or image)
* @flags: Flags for this item (enum scene_menuitem_flags_t)
* @itemp: If non-NULL, returns the new object
* Returns: ID number for the item (typically @id), or -ve on error
*/
int scene_menuitem(struct scene *scn, uint menu_id, const char *name, uint id,
uint key_id, uint label_id, uint desc_id, uint preview_id,
uint flags, struct scene_menitem **itemp);
/**
* scene_arrange() - Arrange the scene to deal with object sizes
*
* Updates any menus in the scene so that their objects are in the right place.
*
* @scn: Scene to arrange
* Returns: 0 if OK, -ve on error
*/
int scene_arrange(struct scene *scn);
/**
* expo_send_key() - set a keypress to the expo
*
* @exp: Expo to receive the key
* @key: Key to send (ASCII or enum bootmenu_key)
* Returns: 0 if OK, -ECHILD if there is no current scene
*/
int expo_send_key(struct expo *exp, int key);
/**
* expo_action_get() - read user input from the expo
*
* @exp: Expo to check
* @act: Returns action
* Returns: 0 if OK, -EAGAIN if there was no action to return
*/
int expo_action_get(struct expo *exp, struct expo_action *act);
/**
* expo_apply_theme() - Apply a theme to an expo
*
* @exp: Expo to update
* @node: Node containing the theme
*/
int expo_apply_theme(struct expo *exp, ofnode node);
#endif /*__SCENE_H */