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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.
     *
     * $Revision$
     */
    
    
     * 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!)
    
     * 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
    
    /*** MODULEINFO
    	<support_level>extended</support_level>
     ***/
    
    
    #include "asterisk.h"	/* ast_strdupa */
    
    ASTERISK_REGISTER_FILE()
    
    #include "asterisk/utils.h"	/* ast_strdupa */
    
    #include "console_video.h"	/* ast_strdupa */
    
    #ifdef HAVE_SDL	/* we only use this code if SDL is available */
    
    /* 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 */
    
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    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 */