case SCENEOBJT_NONE:
case SCENEOBJT_IMAGE:
case SCENEOBJT_TEXT:
+ case SCENEOBJT_BOX:
break;
case SCENEOBJT_MENU:
scene_obj_set_pos(scn, obj->id, 50, y);
case SCENEOBJT_NONE:
case SCENEOBJT_IMAGE:
case SCENEOBJT_TEXT:
+ case SCENEOBJT_BOX:
break;
case SCENEOBJT_TEXTLINE: {
const struct scene_obj_textline *tline;
case SCENEOBJT_NONE:
case SCENEOBJT_IMAGE:
case SCENEOBJT_TEXT:
+ case SCENEOBJT_BOX:
break;
case SCENEOBJT_TEXTLINE: {
const struct scene_obj_textline *tline;
case SCENEOBJT_NONE:
case SCENEOBJT_IMAGE:
case SCENEOBJT_TEXT:
+ case SCENEOBJT_BOX:
break;
case SCENEOBJT_MENU:
menu = (struct scene_obj_menu *)obj;
case SCENEOBJT_NONE:
case SCENEOBJT_IMAGE:
case SCENEOBJT_TEXT:
+ case SCENEOBJT_BOX:
break;
case SCENEOBJT_MENU:
menu = (struct scene_obj_menu *)obj;
return txt->obj.id;
}
+int scene_box(struct scene *scn, const char *name, uint id, uint width,
+ struct scene_obj_box **boxp)
+{
+ struct scene_obj_box *box;
+ int ret;
+
+ ret = scene_obj_add(scn, name, id, SCENEOBJT_BOX,
+ sizeof(struct scene_obj_box),
+ (struct scene_obj **)&box);
+ if (ret < 0)
+ return log_msg_ret("obj", ret);
+
+ box->width = width;
+
+ if (boxp)
+ *boxp = box;
+
+ return box->obj.id;
+}
+
int scene_txt_set_font(struct scene *scn, uint id, const char *font_name,
uint font_size)
{
case SCENEOBJT_NONE:
case SCENEOBJT_MENU:
case SCENEOBJT_TEXTLINE:
+ case SCENEOBJT_BOX:
break;
case SCENEOBJT_IMAGE: {
struct scene_obj_img *img = (struct scene_obj_img *)obj;
const struct expo_theme *theme = &exp->theme;
struct udevice *dev = exp->display;
struct udevice *cons = text_mode ? NULL : exp->cons;
+ struct video_priv *vid_priv;
int x, y, ret;
- x = obj->bbox.x0;
y = obj->bbox.y0;
+ x = obj->bbox.x0;
+ vid_priv = dev_get_uclass_priv(dev);
switch (obj->type) {
case SCENEOBJT_NONE:
if (obj->flags & SCENEOF_OPEN)
scene_render_background(obj, true);
break;
+ case SCENEOBJT_BOX: {
+ struct scene_obj_box *box = (struct scene_obj_box *)obj;
+
+ video_draw_box(dev, obj->bbox.x0, obj->bbox.y0, obj->bbox.x1,
+ obj->bbox.y1, box->width, vid_priv->colour_fg);
+ break;
+ }
}
return 0;
case SCENEOBJT_NONE:
case SCENEOBJT_IMAGE:
case SCENEOBJT_TEXT:
+ case SCENEOBJT_BOX:
break;
case SCENEOBJT_MENU: {
struct scene_obj_menu *menu;
case SCENEOBJT_NONE:
case SCENEOBJT_IMAGE:
case SCENEOBJT_TEXT:
+ case SCENEOBJT_BOX:
break;
case SCENEOBJT_MENU: {
struct scene_obj_menu *menu;
case SCENEOBJT_NONE:
case SCENEOBJT_IMAGE:
case SCENEOBJT_TEXT:
+ case SCENEOBJT_BOX:
break;
case SCENEOBJT_MENU:
scene_menu_render_deps(scn,
case SCENEOBJT_NONE:
case SCENEOBJT_IMAGE:
case SCENEOBJT_TEXT:
+ case SCENEOBJT_BOX:
break;
case SCENEOBJT_MENU: {
struct scene_obj_menu *menu;
case SCENEOBJT_NONE:
case SCENEOBJT_IMAGE:
case SCENEOBJT_TEXT:
+ case SCENEOBJT_BOX:
return -ENOSYS;
case SCENEOBJT_MENU: {
struct scene_obj_menu *menu = (struct scene_obj_menu *)obj;
switch (obj->type) {
case SCENEOBJT_NONE:
case SCENEOBJT_TEXT:
+ case SCENEOBJT_BOX:
case SCENEOBJT_IMAGE: {
int width;
case SCENEOBJT_NONE:
case SCENEOBJT_IMAGE:
case SCENEOBJT_MENU:
+ case SCENEOBJT_BOX:
case SCENEOBJT_TEXTLINE:
break;
case SCENEOBJT_TEXT:
case SCENEOBJT_IMAGE:
case SCENEOBJT_MENU:
case SCENEOBJT_TEXT:
+ case SCENEOBJT_BOX:
break;
case SCENEOBJT_TEXTLINE:
ret = scene_textline_open(scn,
A `textline object` contains a label and an editable string.
+A `box object` is a rectangle with a given line width. It is not filled.
+
All components have a name. This is mostly for debugging, so it is easy to see
what object is referred to, although the name is also used for saving values.
Of course the ID numbers can help as well, but they are less easy to
*
* @SCENEOBJT_NONE: Used to indicate that the type does not matter
* @SCENEOBJT_IMAGE: Image data to render
+ * @SCENEOBJT_BOX: Rectangular box
* @SCENEOBJT_TEXT: Text line to render
* @SCENEOBJT_MENU: Menu containing items the user can select
* @SCENEOBJT_TEXTLINE: Line of text the user can edit
SCENEOBJT_NONE = 0,
SCENEOBJT_IMAGE,
SCENEOBJT_TEXT,
+ SCENEOBJT_BOX,
/* types from here on can be highlighted */
SCENEOBJT_MENU,
uint pos;
};
+/**
+ * struct scene_obj_box - information about a box in a scene
+ *
+ * A box surrounds a part of the screen with a border
+ *
+ * @obj: Basic object information
+ * @width: Line-width in pixels
+ */
+struct scene_obj_box {
+ struct scene_obj obj;
+ uint width;
+};
+
/**
* struct expo_arrange_info - Information used when arranging a scene
*
int scene_textline(struct scene *scn, const char *name, uint id, uint max_chars,
struct scene_obj_textline **tlinep);
+/**
+ * scene_box() - create a box
+ *
+ * @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)
+ * @width: Line-width in pixels
+ * @boxp: If non-NULL, returns the new object
+ * Returns: ID number for the object (typically @id), or -ve on error
+ */
+int scene_box(struct scene *scn, const char *name, uint id, uint width,
+ struct scene_obj_box **boxp);
+
/**
* scene_txt_set_font() - Set the font for an object
*
OBJ_TEXT3,
OBJ_MENU,
OBJ_MENU_TITLE,
+ OBJ_BOX,
+ OBJ_BOX2,
/* strings */
STR_SCENE_TITLE,
ut_assertok(scene_obj_set_pos(scn, OBJ_MENU, 50, 400));
+ id = scene_box(scn, "box", OBJ_BOX, 3, NULL);
+ ut_assert(id > 0);
+ ut_assertok(scene_obj_set_bbox(scn, OBJ_BOX, 40, 390, 1000, 510));
+
+ id = scene_box(scn, "box2", OBJ_BOX2, 1, NULL);
+ ut_assert(id > 0);
+ ut_assertok(scene_obj_set_bbox(scn, OBJ_BOX, 500, 200, 1000, 350));
+
scn2 = expo_lookup_scene_id(exp, SCENE1);
ut_asserteq_ptr(scn, scn2);
scn2 = expo_lookup_scene_id(exp, SCENE2);
ut_asserteq(ITEM2, scene_menu_get_cur_item(scn, OBJ_MENU));
ut_assertok(scene_arrange(scn));
ut_assertok(expo_render(exp));
-
- ut_asserteq(14848, video_compress_fb(uts, dev, false));
+ ut_asserteq(14883, video_compress_fb(uts, dev, false));
ut_assertok(video_check_copy_fb(uts, dev));
/* make sure only the preview for the second item is shown */