add support for textareas, used for various dialog windows on the gui.

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-fbb531ad65f3
This commit is contained in:
Luigi Rizzo
2008-01-08 23:09:44 +00:00
parent 12964661f2
commit 11c492aaec
4 changed files with 402 additions and 58 deletions

316
channels/console_board.c Normal file
View File

@@ -0,0 +1,316 @@
/*
* Message board implementation.
*
* A message board is a section of an sdl screen where
* messages can be printed, like on a terminal window.
* 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.
*
* TODO: font dynamic allocation
*
* OLD: The physical section 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.
*
* OLD: To define a message board:
* - declare a board in the gui_info structure;
* - define a region name in the keypad skin and update
* the gui_key_map list;
* - add and manage focus events on its.
*
*/
#include "asterisk.h" /* ast_strdupa */
#include "asterisk/utils.h" /* ast_strdupa */
#ifndef HAVE_SDL
/* nothing */
#else
#include <SDL/SDL.h>
#define GUI_BUFFER_LEN 256 /* buffer lenght used for input buffers */
/* Fonts characterization, TODO, read from 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 */
br.h = b->p_h * FONT_H; /* pixel sizes of the background */
br.w = b->p_w * FONT_W;
br.x = br.y = 0;
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 */
/* XXX make a copy of the original, 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 */
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;
}
#if 0
/*! \brief Remap and blit the virtual surface on the physical surface */
static void blit_on_screen(struct gui_info *gui, struct board *b)
{
/* Blit a section of the virtual board on the main surface */
SDL_Rect mapped_rect; /* coordinates related to the main surface */
mapped_rect.x = 0;
mapped_rect.y = b->rendering_offset;
mapped_rect.w = b->p_rect.w;
mapped_rect.h = b->p_rect.h;
/* Clean the surface (print backgroud) */
// This sould be done in the main loop
// SDL_BlitSurface(gui->keypad, NULL, gui->screen, &b->p_rect);
SDL_BlitSurface(gui->keypad, NULL, gui->screen, &b->p_rect);
/* Blit the virtual surface on the main surface */
SDL_BlitSurface(b->v_board, &mapped_rect, gui->screen, &b->p_rect);
/* Update the keypad screen, should be done in the main loop */
SDL_UpdateRects(gui->screen, 1, &gui->message_board.p_rect);
//SDL_UpdateRects(gui->screen, 1, &gui->message_board.p_rect);
}
#endif /* notyet */
/* 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;
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;
}
}
/* Update the written portion of the keypad on the screen */
SDL_UpdateRects(b->screen, 1, b->p_rect);
}
/* 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 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 */
col = 0;
dst += b->v_w;
break;
case '\b': /* one char back */
if (col > 0)
col--;
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;
}
}
b->cur_col = col;
/* everything is printed now, must do the rendering */
//board_dump(b);
render_board(b);
return 1;
}
#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 */