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An expo is a way of presenting and collecting information from the user. It consists of a collection of 'scenes' of which only one is presented at a time. An expo is typically used to show a boot menu and allow settings to be changed. One created, the same expo can be automatically presented in graphical form using a vidconsole, or in text form on a serial console. Add an initial implementation of the expo itself. Supports for scenes and objects is provided later. Signed-off-by: Simon Glass <sjg@chromium.org>
522 lines
14 KiB
C
522 lines
14 KiB
C
/* SPDX-License-Identifier: GPL-2.0+ */
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/*
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* Copyright 2022 Google LLC
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* Written by Simon Glass <sjg@chromium.org>
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*/
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#ifndef __SCENE_H
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#define __SCENE_H
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#include <linux/list.h>
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struct udevice;
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/**
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* enum expoact_type - types of actions reported by the expo
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*
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* @EXPOACT_NONE: no action
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* @EXPOACT_POINT: menu item was highlighted (@id indicates which)
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* @EXPOACT_SELECT: menu item was selected (@id indicates which)
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* @EXPOACT_QUIT: request to exit the menu
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*/
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enum expoact_type {
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EXPOACT_NONE,
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EXPOACT_POINT,
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EXPOACT_SELECT,
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EXPOACT_QUIT,
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};
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/**
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* struct expo_action - an action report by the expo
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*
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* @type: Action type (EXPOACT_NONE if there is no action)
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* @select: Used for EXPOACT_POINT and EXPOACT_SELECT
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* @id: ID number of the object affected.
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*/
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struct expo_action {
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enum expoact_type type;
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union {
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struct {
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int id;
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} select;
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};
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};
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/**
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* struct expo - information about an expo
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*
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* A group of scenes which can be presented to the user, typically to obtain
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* input or to make a selection.
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*
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* @name: Name of the expo (allocated)
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* @display: Display to use (`UCLASS_VIDEO`), or NULL to use text mode
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* @scene_id: Current scene ID (0 if none)
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* @next_id: Next ID number to use, for automatic allocation
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* @action: Action selected by user. At present only one is supported, with the
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* type set to EXPOACT_NONE if there is no action
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* @text_mode: true to use text mode for the menu (no vidconsole)
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* @priv: Private data for the controller
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* @scene_head: List of scenes
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* @str_head: list of strings
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*/
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struct expo {
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char *name;
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struct udevice *display;
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uint scene_id;
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uint next_id;
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struct expo_action action;
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bool text_mode;
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void *priv;
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struct list_head scene_head;
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struct list_head str_head;
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};
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/**
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* struct expo_string - a string that can be used in an expo
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*
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* @id: ID number of the string
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* @str: String
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* @sibling: Node to link this object to its siblings
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*/
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struct expo_string {
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uint id;
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const char *str;
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struct list_head sibling;
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};
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/**
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* struct scene - information about a scene in an expo
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*
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* A collection of text/image/menu items in an expo
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*
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* @expo: Expo this scene is part of
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* @name: Name of the scene (allocated)
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* @id: ID number of the scene
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* @title: Title of the scene (allocated)
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* @sibling: Node to link this scene to its siblings
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* @obj_head: List of objects in the scene
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*/
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struct scene {
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struct expo *expo;
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char *name;
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uint id;
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char *title;
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struct list_head sibling;
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struct list_head obj_head;
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};
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/**
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* enum scene_obj_t - type of a scene object
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*
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* @SCENEOBJT_NONE: Used to indicate that the type does not matter
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* @SCENEOBJT_IMAGE: Image data to render
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* @SCENEOBJT_TEXT: Text line to render
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* @SCENEOBJT_MENU: Menu containing items the user can select
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*/
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enum scene_obj_t {
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SCENEOBJT_NONE = 0,
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SCENEOBJT_IMAGE,
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SCENEOBJT_TEXT,
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SCENEOBJT_MENU,
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};
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/**
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* struct scene_obj - information about an object in a scene
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*
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* @scene: Scene that this object relates to
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* @name: Name of the object (allocated)
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* @id: ID number of the object
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* @type: Type of this object
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* @x: x position, in pixels from left side
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* @y: y position, in pixels from top
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* @hide: true if the object should be hidden
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* @sibling: Node to link this object to its siblings
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*/
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struct scene_obj {
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struct scene *scene;
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char *name;
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uint id;
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enum scene_obj_t type;
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int x;
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int y;
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bool hide;
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struct list_head sibling;
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};
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/**
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* struct scene_obj_img - information about an image object in a scene
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*
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* This is a rectangular image which is blitted onto the display
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*
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* @obj: Basic object information
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* @data: Image data in BMP format
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*/
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struct scene_obj_img {
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struct scene_obj obj;
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char *data;
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};
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/**
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* struct scene_obj_txt - information about a text object in a scene
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*
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* This is a single-line text object
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*
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* @obj: Basic object information
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* @str_id: ID of the text string to display
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* @font_name: Name of font (allocated by caller)
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* @font_size: Nominal size of font in pixels
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*/
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struct scene_obj_txt {
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struct scene_obj obj;
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uint str_id;
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const char *font_name;
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uint font_size;
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};
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/**
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* struct scene_obj_menu - information about a menu object in a scene
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*
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* A menu has a number of items which can be selected by the user
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*
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* It also has:
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*
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* - a text/image object (@pointer_id) which points to the current item
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* (@cur_item_id)
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*
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* - a preview object which shows an image related to the current item
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*
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* @obj: Basic object information
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* @title_id: ID of the title text, or 0 if none
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* @cur_item_id: ID of the current menu item, or 0 if none
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* @pointer_id: ID of the object pointing to the current selection
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* @item_head: List of items in the menu
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*/
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struct scene_obj_menu {
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struct scene_obj obj;
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uint title_id;
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uint cur_item_id;
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uint pointer_id;
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struct list_head item_head;
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};
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/**
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* enum scene_menuitem_flags_t - flags for menu items
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*
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* @SCENEMIF_GAP_BEFORE: Add a gap before this item
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*/
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enum scene_menuitem_flags_t {
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SCENEMIF_GAP_BEFORE = 1 << 0,
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};
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/**
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* struct scene_menitem - a menu item in a menu
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*
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* A menu item has:
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*
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* - text object holding the name (short) and description (can be longer)
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* - a text object holding the keypress
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*
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* @name: Name of the item (this is allocated by this call)
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* @id: ID number of the object
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* @key_id: ID of text object to use as the keypress to show
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* @label_id: ID of text object to use as the label text
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* @desc_id: ID of text object to use as the description text
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* @preview_id: ID of the preview object, or 0 if none
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* @flags: Flags for this item
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* @sibling: Node to link this item to its siblings
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*/
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struct scene_menitem {
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char *name;
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uint id;
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uint key_id;
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uint label_id;
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uint desc_id;
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uint preview_id;
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uint flags;
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struct list_head sibling;
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};
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/**
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* expo_new() - create a new expo
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*
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* Allocates a new expo
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*
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* @name: Name of expo (this is allocated by this call)
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* @priv: Private data for the controller
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* @expp: Returns a pointer to the new expo on success
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* Returns: 0 if OK, -ENOMEM if out of memory
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*/
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int expo_new(const char *name, void *priv, struct expo **expp);
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/**
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* expo_destroy() - Destroy an expo and free all its memory
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*
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* @exp: Expo to destroy
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*/
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void expo_destroy(struct expo *exp);
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/**
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* expo_str() - add a new string to an expo
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*
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* @exp: Expo to update
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* @name: Name to use (this is allocated by this call)
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* @id: ID to use for the new object (0 to allocate one)
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* @str: Pointer to text to display (allocated by caller)
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* Returns: ID number for the object (typically @id), or -ve on error
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*/
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int expo_str(struct expo *exp, const char *name, uint id, const char *str);
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/**
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* expo_get_str() - Get a string by ID
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*
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* @exp: Expo to use
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* @id: String ID to look up
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* @returns string, or NULL if not found
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*/
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const char *expo_get_str(struct expo *exp, uint id);
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/**
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* expo_set_display() - set the display to use for a expo
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*
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* @exp: Expo to update
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* @dev: Display to use (`UCLASS_VIDEO`), NULL to use text mode
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* Returns: 0 (always)
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*/
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int expo_set_display(struct expo *exp, struct udevice *dev);
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/**
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* expo_set_scene_id() - Set the current scene ID
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*
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* @exp: Expo to update
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* @scene_id: New scene ID to use (0 to select no scene)
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* Returns: 0 if OK, -ENOENT if there is no scene with that ID
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*/
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int expo_set_scene_id(struct expo *exp, uint scene_id);
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/**
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* expo_render() - render the expo on the display / console
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*
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* @exp: Expo to render
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*
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* Returns: 0 if OK, -ECHILD if there is no current scene, -ENOENT if the
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* current scene is not found, other error if something else goes wrong
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*/
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int expo_render(struct expo *exp);
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/**
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* exp_set_text_mode() - Controls whether the expo renders in text mode
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*
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* @exp: Expo to update
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* @text_mode: true to use text mode, false to use the console
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*/
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void exp_set_text_mode(struct expo *exp, bool text_mode);
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/**
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* scene_new() - create a new scene in a expo
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*
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* The scene is given the ID @id which must be unique across all scenes, objects
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* and items. The expo's @next_id is updated to at least @id + 1
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*
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* @exp: Expo to update
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* @name: Name to use (this is allocated by this call)
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* @id: ID to use for the new scene (0 to allocate one)
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* @scnp: Returns a pointer to the new scene on success
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* Returns: ID number for the scene (typically @id), or -ve on error
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*/
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int scene_new(struct expo *exp, const char *name, uint id, struct scene **scnp);
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/**
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* expo_lookup_scene_id() - Look up a scene by ID
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*
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* @exp: Expo to check
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* @scene_id: Scene ID to look up
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* @returns pointer to scene if found, else NULL
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*/
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struct scene *expo_lookup_scene_id(struct expo *exp, uint scene_id);
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/**
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* scene_title_set() - set the scene title
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*
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* @scn: Scene to update
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* @title: Title to set, NULL if none (this is allocated by this call)
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* Returns: 0 if OK, -ENOMEM if out of memory
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*/
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int scene_title_set(struct scene *scn, const char *title);
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/**
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* scene_obj_count() - Count the number of objects in a scene
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*
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* @scn: Scene to check
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* Returns: number of objects in the scene, 0 if none
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*/
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int scene_obj_count(struct scene *scn);
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/**
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* scene_img() - add a new image to a scene
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*
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* @scn: Scene to update
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* @name: Name to use (this is allocated by this call)
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* @id: ID to use for the new object (0 to allocate one)
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* @data: Pointer to image data
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* @imgp: If non-NULL, returns the new object
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* Returns: ID number for the object (typically @id), or -ve on error
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*/
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int scene_img(struct scene *scn, const char *name, uint id, char *data,
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struct scene_obj_img **imgp);
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/**
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* scene_txt() - add a new text object to a scene
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*
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* @scn: Scene to update
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* @name: Name to use (this is allocated by this call)
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* @id: ID to use for the new object (0 to allocate one)
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* @str_id: ID of the string to use
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* @txtp: If non-NULL, returns the new object
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* Returns: ID number for the object (typically @id), or -ve on error
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*/
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int scene_txt(struct scene *scn, const char *name, uint id, uint str_id,
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struct scene_obj_txt **txtp);
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/**
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* scene_txt_str() - add a new string to expr and text object to a scene
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*
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* @scn: Scene to update
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* @name: Name to use (this is allocated by this call)
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* @id: ID to use for the new object (0 to allocate one)
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* @str_id: ID of the string to use
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* @str: Pointer to text to display (allocated by caller)
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* @txtp: If non-NULL, returns the new object
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* Returns: ID number for the object (typically @id), or -ve on error
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*/
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int scene_txt_str(struct scene *scn, const char *name, uint id, uint str_id,
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const char *str, struct scene_obj_txt **txtp);
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/**
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* scene_menu() - create a menu
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*
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* @scn: Scene to update
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* @name: Name to use (this is allocated by this call)
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* @id: ID to use for the new object (0 to allocate one)
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* @menup: If non-NULL, returns the new object
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* Returns: ID number for the object (typically @id), or -ve on error
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*/
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int scene_menu(struct scene *scn, const char *name, uint id,
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struct scene_obj_menu **menup);
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/**
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* scene_txt_set_font() - Set the font for an object
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*
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* @scn: Scene to update
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* @id: ID of object to update
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* @font_name: Font name to use (allocated by caller)
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* @font_size: Font size to use (nominal height in pixels)
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*/
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int scene_txt_set_font(struct scene *scn, uint id, const char *font_name,
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uint font_size);
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/**
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* scene_obj_set_pos() - Set the postion of an object
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*
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* @scn: Scene to update
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* @id: ID of object to update
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* @x: x position, in pixels from left side
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* @y: y position, in pixels from top
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* Returns: 0 if OK, -ENOENT if @id is invalid
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*/
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int scene_obj_set_pos(struct scene *scn, uint id, int x, int y);
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/**
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* scene_obj_set_hide() - Set whether an object is hidden
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*
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* The update happens when the expo is next rendered.
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*
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* @scn: Scene to update
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* @id: ID of object to update
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* @hide: true to hide the object, false to show it
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* Returns: 0 if OK, -ENOENT if @id is invalid
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*/
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int scene_obj_set_hide(struct scene *scn, uint id, bool hide);
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/**
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* scene_menu_set_title() - Set the title of a menu
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*
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* @scn: Scene to update
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* @id: ID of menu object to update
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* @title_id: ID of text object to use as the title
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* Returns: 0 if OK, -ENOENT if @id is invalid, -EINVAL if @title_id is invalid
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*/
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int scene_menu_set_title(struct scene *scn, uint id, uint title_id);
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/**
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* scene_menu_set_pointer() - Set the item pointer for a menu
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*
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* This is a visual indicator of the current item, typically a ">" character
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* which sits next to the current item and moves when the user presses the
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* up/down arrow keys
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*
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* @scn: Scene to update
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* @id: ID of menu object to update
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* @cur_item_id: ID of text or image object to use as a pointer to the current
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* item
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* Returns: 0 if OK, -ENOENT if @id is invalid, -EINVAL if @cur_item_id is invalid
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*/
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int scene_menu_set_pointer(struct scene *scn, uint id, uint cur_item_id);
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/**
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* scene_obj_get_hw() - Get width and height of an object in a scene
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*
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* @scn: Scene to check
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* @id: ID of menu object to check
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* @widthp: If non-NULL, returns width of object in pixels
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* Returns: Height of object in pixels
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*/
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int scene_obj_get_hw(struct scene *scn, uint id, int *widthp);
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/**
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* scene_menuitem() - Add an item to a menu
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*
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* @scn: Scene to update
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* @menu_id: ID of menu object to update
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* @name: Name to use (this is allocated by this call)
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* @id: ID to use for the new object (0 to allocate one)
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* @key_id: ID of text object to use as the keypress to show
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* @label_id: ID of text object to use as the label text
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* @desc_id: ID of text object to use as the description text
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* @preview_id: ID of object to use as the preview (text or image)
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* @flags: Flags for this item (enum scene_menuitem_flags_t)
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* @itemp: If non-NULL, returns the new object
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* Returns: ID number for the item (typically @id), or -ve on error
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*/
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int scene_menuitem(struct scene *scn, uint menu_id, const char *name, uint id,
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uint key_id, uint label_id, uint desc_id, uint preview_id,
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uint flags, struct scene_menitem **itemp);
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/**
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* scene_arrange() - Arrange the scene to deal with object sizes
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*
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* Updates any menus in the scene so that their objects are in the right place.
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*
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* @scn: Scene to arrange
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* Returns: 0 if OK, -ve on error
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*/
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int scene_arrange(struct scene *scn);
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/**
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* expo_send_key() - set a keypress to the expo
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*
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* @exp: Expo to receive the key
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* @key: Key to send (ASCII or enum bootmenu_key)
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* Returns: 0 if OK, -ECHILD if there is no current scene
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*/
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int expo_send_key(struct expo *exp, int key);
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/**
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* expo_action_get() - read user input from the expo
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*
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* @exp: Expo to check
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* @act: Returns action
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* Returns: 0 if OK, -EAGAIN if there was no action to return
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*/
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int expo_action_get(struct expo *exp, struct expo_action *act);
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#endif /*__SCENE_H */
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