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add copyright (most of this code was written by Marta Carbone),

remove some unused code, add/clarify some comments.



git-svn-id: http://svn.digium.com/svn/asterisk/trunk@97303 f38db490-d61c-443f-a65b-d21fe96a405b
This commit is contained in:
rizzo 2008-01-08 23:35:05 +00:00
parent a426f32147
commit 9549fe99d1
1 changed files with 35 additions and 49 deletions

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@ -1,39 +1,51 @@
/*
* 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.
*
* $Revision$
*/
/*
* Message board implementation.
*
* A message board is a section of an sdl screen where
* 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.
* down by dragging (not yet!)
*
* TODO: font dynamic allocation
*
* OLD: The physical section displayed on the screen is defined
* 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
* 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.
*
* configuration file).
*/
#include "asterisk.h" /* ast_strdupa */
#include "asterisk/utils.h" /* ast_strdupa */
#ifndef HAVE_SDL
/* nothing */
#else
#ifdef HAVE_SDL /* we only use this code if SDL is available */
#include <SDL/SDL.h>
#define GUI_BUFFER_LEN 256 /* buffer lenght used for input buffers */
/* Fonts characterization, TODO, read from file */
/* Fonts characterization. XXX should be read from the file */
#define FONT_H 20 /* char height, pixels */
#define FONT_W 9 /* char width, pixels */
@ -100,10 +112,12 @@ struct board *board_setup(SDL_Surface *screen, SDL_Rect *dest,
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");
@ -112,7 +126,7 @@ struct board *board_setup(SDL_Surface *screen, SDL_Rect *dest,
}
memset(b->text, ' ', b->v_w * b->v_h); /* fill with spaces */
/* XXX make a copy of the original, for cleaning up */
/* 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,
@ -140,34 +154,6 @@ struct board *board_setup(SDL_Surface *screen, SDL_Rect *dest,
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.
@ -193,7 +179,9 @@ static void render_board(struct board *b)
/* blit all characters */
for (i = first_char, col = 0; i < last_char; i++) {
int c = b->text[i] - 32;
int c = b->text[i] - 32; /* XXX first 32 chars are not printable */
if (c < 0) /* should not happen, but just in case... */
continue;
SDL_BlitSurface(b->font, &b->font_rects[c], b->screen, &dst);
/* point dst to next char position */
dst.x += dst.w;
@ -204,8 +192,7 @@ static void render_board(struct board *b)
col = 0;
}
}
/* Update the written portion of the keypad on the screen */
SDL_UpdateRects(b->screen, 1, b->p_rect);
SDL_UpdateRects(b->screen, 1, b->p_rect); /* Update the screen */
}
/* Store the message on the history board
@ -295,7 +282,6 @@ int print_message(struct board *b, const char *s)
}
b->cur_col = col;
/* everything is printed now, must do the rendering */
//board_dump(b);
render_board(b);
return 1;
}