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scene_internal.h
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scene_internal.h
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/* SPDX-License-Identifier: GPL-2.0+ */
/*
* Internal header file for scenes
*
* Copyright 2022 Google LLC
* Written by Simon Glass <[email protected]>
*/
#ifndef __SCENE_INTERNAL_H
#define __SCENE_INTERNAL_H
/**
* 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
* @return: 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
*/
void *scene_obj_find(struct scene *scn, uint id, enum scene_obj_t type);
/**
* 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_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
*/
int scene_menu_arrange(struct scene *scn, struct scene_obj_menu *menu);
/**
* 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
* @return 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
* @return 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);
#endif /* __SCENE_INTERNAL_H */