/* SPDX-License-Identifier: GPL-2.0+ */ /* * Internal header file for scenes * * Copyright 2022 Google LLC * Written by Simon Glass */ #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 */