/* SPDX-License-Identifier: GPL-2.0+ */ /* * Copyright 2022 Google LLC * Written by Simon Glass */ #ifndef __EXPO_H #define __EXPO_H #include #include struct udevice; /** * enum expoact_type - types of actions reported by the expo * * @EXPOACT_NONE: no action * @EXPOACT_POINT_OBJ: object was highlighted (@id indicates which) * @EXPOACT_POINT_ITEM: menu item was highlighted (@id indicates which) * @EXPOACT_SELECT: menu item was selected (@id indicates which) * @EXPOACT_OPEN: menu was opened, so an item can be selected (@id indicates * which menu object) * @EXPOACT_CLOSE: menu was closed (@id indicates which menu object) * @EXPOACT_QUIT: request to exit the menu */ enum expoact_type { EXPOACT_NONE, EXPOACT_POINT_OBJ, EXPOACT_POINT_ITEM, EXPOACT_SELECT, EXPOACT_OPEN, EXPOACT_CLOSE, 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_first_scene_id() - Get the ID of the first scene * * @exp: Expo to check * Returns: Scene ID of first scene, or -ENOENT if there are no scenes */ int expo_first_scene_id(struct expo *exp); /** * 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); /** * expo_build() - Build an expo from an FDT description * * Build a complete expo from a description in the provided devicetree. * * See doc/developer/expo.rst for a description of the format * * @root: Root node for expo description * @expp: Returns the new expo * Returns: 0 if OK, -ENOMEM if out of memory, -EINVAL if there is a format * error, -ENOENT if there is a references to a non-existent string */ int expo_build(ofnode root, struct expo **expp); #endif /*__EXPO_H */