u-boot/boot/scene_internal.h

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/* SPDX-License-Identifier: GPL-2.0+ */
/*
* Internal header file for scenes
*
* Copyright 2022 Google LLC
* Written by Simon Glass <sjg@chromium.org>
*/
#ifndef __SCENE_INTERNAL_H
#define __SCENE_INTERNAL_H
typedef int (*expo_scene_obj_iterator)(struct scene_obj *obj, void *priv);
/**
* expo_lookup_scene_id() - Look up a scene ID
*
* @exp: Expo to use
* @id: scene ID to look up
* Returns: Scene for that ID, or NULL if none
*/
struct scene *expo_lookup_scene_id(struct expo *exp, uint scene_id);
/**
* resolve_id() - Automatically allocate an ID if needed
*
* @exp: Expo to use
* @id: ID to use, or 0 to auto-allocate one
* Returns: Either @id, or the auto-allocated ID
*/
uint resolve_id(struct expo *exp, uint id);
/**
* scene_obj_find() - Find an object in a scene
*
* Note that @type is used to restrict the search when the object type is known.
* If any type is acceptable, set @type to SCENEOBJT_NONE
*
* @scn: Scene to search
* @id: ID of object to find
* @type: Type of the object, or SCENEOBJT_NONE to match any type
* Returns: Object found, or NULL if not found
*/
void *scene_obj_find(const struct scene *scn, uint id, enum scene_obj_t type);
/**
* scene_obj_find_by_name() - Find an object in a scene by name
*
* @scn: Scene to search
* @name: Name to search for
*/
void *scene_obj_find_by_name(struct scene *scn, const char *name);
/**
* scene_obj_add() - Add a new 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)
* @type: Type of object to add
* @size: Size to allocate for the object, in bytes
* @objp: Returns a pointer to the new object (must not be NULL)
* Returns: ID number for the object (generally @id), or -ve on error
*/
int scene_obj_add(struct scene *scn, const char *name, uint id,
enum scene_obj_t type, uint size, struct scene_obj **objp);
/**
* scene_obj_flag_clrset() - Adjust object flags
*
* @scn: Scene to update
* @id: ID of object to update
* @clr: Bits to clear in the object's flags
* @set: Bits to set in the object's flags
* Returns 0 if OK, -ENOENT if the object was not found
*/
int scene_obj_flag_clrset(struct scene *scn, uint id, uint clr, uint set);
/**
* scene_calc_dims() - Calculate the dimensions of the scene objects
*
* Updates the width and height of all objects based on their contents
*
* @scn: Scene to update
* @do_menus: true to calculate only menus, false to calculate everything else
* Returns 0 if OK, -ENOTSUPP if there is no graphical console
*/
int scene_calc_dims(struct scene *scn, bool do_menus);
/**
* scene_menu_arrange() - Set the position of things in the menu
*
* This updates any items associated with a menu to make sure they are
* positioned correctly relative to the menu. It also selects the first item
* if not already done
*
* @scn: Scene to update
* @menu: Menu to process
* Returns: 0 if OK, -ve on error
*/
int scene_menu_arrange(struct scene *scn, struct scene_obj_menu *menu);
/**
* scene_apply_theme() - Apply a theme to a scene
*
* @scn: Scene to update
* @theme: Theme to apply
* Returns: 0 if OK, -ve on error
*/
int scene_apply_theme(struct scene *scn, struct expo_theme *theme);
/**
* scene_menu_send_key() - Send a key to a menu for processing
*
* @scn: Scene to use
* @menu: Menu to use
* @key: Key code to send (KEY_...)
* @event: Place to put any event which is generated by the key
* Returns: 0 if OK, -ENOTTY if there is no current menu item, other -ve on other
* error
*/
int scene_menu_send_key(struct scene *scn, struct scene_obj_menu *menu, int key,
struct expo_action *event);
/**
* scene_menu_destroy() - Destroy a menu in a scene
*
* @scn: Scene to destroy
*/
void scene_menu_destroy(struct scene_obj_menu *menu);
/**
* scene_menu_display() - Display a menu as text
*
* @menu: Menu to display
* Returns: 0 if OK, -ENOENT if @id is invalid
*/
int scene_menu_display(struct scene_obj_menu *menu);
/**
* scene_destroy() - Destroy a scene and all its memory
*
* @scn: Scene to destroy
*/
void scene_destroy(struct scene *scn);
/**
* scene_render() - Render a scene
*
* This is called from expo_render()
*
* @scn: Scene to render
* Returns: 0 if OK, -ve on error
*/
int scene_render(struct scene *scn);
/**
* scene_send_key() - set a keypress to a scene
*
* @scn: Scene to receive the key
* @key: Key to send (KEYCODE_UP)
* @event: Returns resulting event from this keypress
* Returns: 0 if OK, -ve on error
*/
int scene_send_key(struct scene *scn, int key, struct expo_action *event);
/**
* scene_menu_render() - Render the background behind a menu
*
* @menu: Menu to render
*/
void scene_menu_render(struct scene_obj_menu *menu);
/**
* scene_render_deps() - Render an object and its dependencies
*
* @scn: Scene to render
* @id: Object ID to render (or 0 for none)
* Returns: 0 if OK, -ve on error
*/
int scene_render_deps(struct scene *scn, uint id);
/**
* scene_menu_render_deps() - Render a menu and its dependencies
*
* Renders the menu and all of its attached objects
*
* @scn: Scene to render
* @menu: Menu render
* Returns: 0 if OK, -ve on error
*/
int scene_menu_render_deps(struct scene *scn, struct scene_obj_menu *menu);
/**
* scene_menu_calc_dims() - Calculate the dimensions of a menu
*
* Updates the width and height of the menu based on its contents
*
* @menu: Menu to update
* Returns 0 if OK, -ENOTSUPP if there is no graphical console
*/
int scene_menu_calc_dims(struct scene_obj_menu *menu);
/**
* scene_iter_objs() - Iterate through all scene objects
*
* @scn: Scene to process
* @iter: Iterator to call on each object
* @priv: Private data to pass to the iterator, in addition to the object
* Return: 0 if OK, -ve on error
*/
int scene_iter_objs(struct scene *scn, expo_scene_obj_iterator iter,
void *priv);
/**
* expo_iter_scene_objects() - Iterate through all scene objects
*
* @exp: Expo to process
* @iter: Iterator to call on each object
* @priv: Private data to pass to the iterator, in addition to the object
* Return: 0 if OK, -ve on error
*/
int expo_iter_scene_objs(struct expo *exp, expo_scene_obj_iterator iter,
void *priv);
/**
* scene_menuitem_find() - Find the menu item for an ID
*
* Looks up the menu to find the item with the given ID
*
* @menu: Menu to check
* @id: ID to look for
* Return: Menu item, or NULL if not found
*/
struct scene_menitem *scene_menuitem_find(const struct scene_obj_menu *menu,
int id);
/**
* scene_menuitem_find_seq() - Find the menu item at a sequential position
*
* This numbers the items from 0 and returns the seq'th one
*
* @menu: Menu to check
* @seq: Sequence number to look for
* Return: menu item if found, else NULL
*/
struct scene_menitem *scene_menuitem_find_seq(const struct scene_obj_menu *menu,
uint seq);
#endif /* __SCENE_INTERNAL_H */