c12fc53ca8
Submitted by: Michel Lavondès <fox@vader.aacc.cc.md.us> PR: docs/66538
467 lines
12 KiB
Groff
467 lines
12 KiB
Groff
.\" Copyright (c) 1997 Søren Schmidt
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.\" All rights reserved.
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.\"
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.\" Redistribution and use in source and binary forms, with or without
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.\" modification, are permitted provided that the following conditions
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.\" are met:
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.\" 1. Redistributions of source code must retain the above copyright
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.\" notice, this list of conditions and the following disclaimer,
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.\" in this position and unchanged.
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.\" 2. Redistributions in binary form must reproduce the above copyright
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.\" notice, this list of conditions and the following disclaimer in the
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.\" documentation and/or other materials provided with the distribution.
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.\" 3. The name of the author may not be used to endorse or promote products
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.\" derived from this software without specific prior written permission.
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.\"
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.\" THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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.\" IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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.\" OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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.\" IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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.\" INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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.\" NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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.\" DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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.\" THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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.\" (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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.\" THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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.\"
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.\" $FreeBSD$
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.Dd November 7, 1999
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.Dt VGL 3
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.Os
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.Sh NAME
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.Nm VGLBitmapAllocateBits ,
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.Nm VGLBitmapCopy ,
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.Nm VGLBitmapCreate ,
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.Nm VGLBitmapDestroy ,
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.Nm VGLBitmapPutChar ,
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.Nm VGLBitmapString ,
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.Nm VGLBlankDisplay ,
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.Nm VGLBox ,
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.Nm VGLCheckSwitch ,
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.Nm VGLClear ,
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.Nm VGLEllipse ,
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.Nm VGLEnd ,
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.Nm VGLFilledBox ,
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.Nm VGLFilledEllipse ,
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.Nm VGLGetXY ,
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.Nm VGLInit ,
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.Nm VGLLine ,
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.Nm VGLKeyboardInit ,
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.Nm VGLKeyboardEnd ,
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.Nm VGLKeyboardGetCh ,
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.Nm VGLMouseInit ,
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.Nm VGLMouseMode ,
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.Nm VGLMouseSetImage ,
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.Nm VGLMouseSetStdImage ,
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.Nm VGLMouseStatus ,
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.Nm VGLPanScreen ,
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.Nm VGLSetBorder ,
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.Nm VGLSetPalette ,
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.Nm VGLSetPaletteIndex ,
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.Nm VGLSetVScreenSize ,
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.Nm VGLSetXY ,
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.Nm VGLTextSetFontFile
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.Nd Video Graphics Library functions
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.Sh LIBRARY
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.Lb libvgl
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.Sh SYNOPSIS
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.In sys/fbio.h
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.In sys/consio.h
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.In sys/kbio.h
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.In vgl.h
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.Ft int
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.Fn VGLInit "int mode"
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.Ft void
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.Fn VGLEnd "void"
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.Ft void
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.Fn VGLCheckSwitch "void"
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.Ft int
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.Fn VGLTextSetFontFile "char *filename"
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.Ft int
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.Fn VGLKeyboardInit "int code"
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.Ft void
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.Fn VGLKeyboardEnd "void"
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.Ft int
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.Fn VGLKeyboardGetCh "void"
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.Ft int
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.Fn VGLMouseInit "int mode"
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.Ft void
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.Fn VGLMouseMode "int mode"
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.Ft int
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.Fn VGLMouseStatus "int *x" "int *y" "char *buttons"
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.Ft void
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.Fn VGLMouseSetImage "VGLBitmap *AndMask" "VGLBitmap *OrMask"
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.Ft void
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.Fn VGLMouseSetStdImage "void"
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.Ft u_long
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.Fn VGLGetXY "VGLBitmap *object" "int x" "int y"
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.Ft void
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.Fn VGLSetXY "VGLBitmap *object" "int x" "int y" "u_long color"
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.Ft void
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.Fn VGLLine "VGLBitmap *object" "int x1" "int y1" "int x2" "int y2" "u_long color"
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.Ft void
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.Fn VGLBox "VGLBitmap *object" "int x1" "int y1" "int x2" "int y2" "u_long color"
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.Ft void
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.Fn VGLFilledBox "VGLBitmap *object" "int x1" "int y1" "int x2" "int y2" "u_long color"
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.Ft void
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.Fn VGLEllipse "VGLBitmap *object" "int xc" "int yc" "int a" "int b" "u_long color"
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.Ft void
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.Fn VGLFilledEllipse "VGLBitmap *object" "int xc" "int yc" "int a" "int b" "u_long color"
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.Ft VGLBitmap *
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.Fn VGLBitmapCreate "int type" "int xsize" "int ysize" "byte *bits"
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.Ft void
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.Fn VGLBitmapDestroy "VGLBitmap *object"
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.Ft int
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.Fn VGLBitmapAllocateBits "VGLBitmap *object"
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.Ft int
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.Fn VGLBitmapCopy "VGLBitmap *src" "int srcx" "int srcy" "VGLBitmap *dst" "int dstx" "int dsty" "int width" "int hight"
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.Ft void
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.Fn VGLBitmapPutChar "VGLBitmap *Object" "int x" "int y" "byte ch" "byte fgcol" "byte bgcol" "int fill" "int dir"
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.Ft void
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.Fn VGLBitmapString "VGLBitmap *Object" "int x" "int y" "char *str" "byte fgcol" "byte bgcol" "int fill" "int dir"
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.Ft void
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.Fn VGLClear "VGLBitmap *object" "u_long color"
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.Ft void
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.Fn VGLSetPalette "byte *red" "byte *green" "byte *blue"
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.Ft void
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.Fn VGLSetPaletteIndex "byte color" "byte red" "byte green" "byte blue"
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.Ft void
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.Fn VGLSetBorder "byte color"
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.Ft int
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.Fn VGLSetVScreenSize "VGLBitmap *object" "int vxsize" "int vysize"
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.Ft int
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.Fn VGLPanScreen "VGLBitmap *object" "int x" "int y"
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.Ft void
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.Fn VGLBlankDisplay "int blank"
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.Sh DESCRIPTION
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.Nm Libvgl
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is a library that enables the programmer access to the graphics
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modes supported by the console driver (syscons). The library takes care of
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programming the actual video hardware, and provides a number of simple
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functions to do various graphic operations.
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There is also support for a
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mouse via the standard mouse system in
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.Fx ,
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see
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.Xr mouse 4 ,
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including the ability to transparently have a mouse pointer superimposed on
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the graphic image currently being worked on.
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The library takes care of screen switching by storing the current image in
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memory before switching to another virtual console, and restoring when the
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user switches back.
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This allows several graphic applications at once, but
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on different virtual consoles.
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.Pp
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Below is a short description of the various functions:
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.Pp
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.Fn VGLInit
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initialize the library and set up the graphic mode
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.Va mode .
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.Pp
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.Fn VGLEnd
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terminate graphic mode, and restore the screenmode that was active before
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.Fn VGLInit
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was called.
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.Pp
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.Fn VGLCheckSwitch
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if the program goes into longer periods of processing without doing
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any graphics output, calling this function occasionally will allow
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the system to switch screens.
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.Pp
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.Fn VGLTextSetFontFile
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instruct the char/string functions to use the font in file
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.Pa filename
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instead of the builtin font.
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.Pp
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.Fn VGLKeyboardInit
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set up the keyboard in the
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.Dq raw
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I/O mode and
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specify the key code to be used.
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.Va code
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must be
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.Dv VGL_XLATEKEYS ,
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.Dv VGL_CODEKEYS ,
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or
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.Dv VGL_RAWKEYS .
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When
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.Dv VGL_XLATEKEYS
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is specified, the keyboard translates the raw keyboard scan code into
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a character code.
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If
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.Dv VGL_RAWKEYS
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is used, the raw keyboard scan code is read as is.
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.Dv VGL_CODEKEYS
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is the intermediate key code; each key is assigned a unique code whereas
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more than one raw scan code may be generated when a key is pressed.
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.Pp
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.Fn VGLKeyboardEnd
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when you have finished using the keyboard, call this function.
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.Pp
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.Fn VGLKeyboardGetCh
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read one byte from the keyboard. As the keyboard I/O is in the
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.Dq raw
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input mode, the function will not block even if there is no input data,
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and returns 0.
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.Pp
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.Fn VGLMouseInit
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initialize the mouse.
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The optional on-screen mouse pointer is shown if the
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argument is
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.Dv VGL_MOUSESHOW .
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.Pp
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.Fn VGLMouseMode
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either shows the mouse pointer if the argument is
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.Dv VGL_MOUSESHOW ,
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or hides the mouse pointer if the argument is
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.Dv VGL_MOUSEHIDE .
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.Pp
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.Fn VGLMouseStatus
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returns the current mouse pointer coordinates and button state in
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.Va x , y ,
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buttons.
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The return value reflects if the mouse pointer
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is currently shown on screen or not.
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.Pp
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.Fn VGLMouseSetImage
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with this function it is possible to change the image of the mouse pointer
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on screen.
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.Pp
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.Fn VGLMouseSetStdImage
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this function restores the mouse pointer to the standard arrow.
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.Pp
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.Fn VGLGetXY
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retrieves the color of the pixel located at
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.Va x , y ,
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coordinates of the
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.Va object
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argument, and returns it as a byte value.
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.Pp
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.Fn VGLSetXY
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sets the color of the pixel located at
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.Va x , y ,
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coordinates of the
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.Va object
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argument to
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.Va color
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byte value.
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.Pp
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.Fn VGLLine
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draw a line from
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.Va x1 , y1
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to
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.Va x2 , y2
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in color
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.Va color .
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.Pp
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.Fn VGLBox
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draw a box with upper left hand corner at
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.Va x1 , y1
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and lower right hand corner at
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.Va x2 , y2
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in color
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.Va color .
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.Pp
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.Fn VGLFilledBox
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draw a filled (solid) box with upper left hand corner at
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.Va x1 , y1
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and lower right hand corner at
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.Va x2 , y2
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in color
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.Va color .
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.Pp
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.Fn VGLEllipse
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draw an ellipse centered at
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.Va xc , yc
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make it
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.Va a
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pixels wide, and
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.Va b
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pixels high in color
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.Va color .
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.Pp
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.Fn VGLFilledEllipse
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draw a filled (solid) ellipse centered at
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.Va xc , yc
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make it
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.Va a
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pixels wide, and
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.Va b
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pixels high in color
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.Va color .
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.Pp
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.Fn VGLBitmapCreate
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create a bitmap object and initialize it with the specified
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values and bit data.
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.Va type
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must be
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.Dv MEMBUF
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for the in-memory bitmap.
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.Va bits
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may be NULL so that bitmap data may be associated later.
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.Pp
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There also is a macro,
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.Fn VGLBITMAP_INITIALIZER "type" "xsize" "ysize" "bits"
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to initialize a statically declared bitmap object.
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.Pp
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.Fn VGLBitmapDestroy
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free the bitmap data and the bitmap object.
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.Pp
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.Fn VGLBitmapAllocateBits
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allocate a bit data buffer for the specified object.
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.Pp
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.Fn VGLBitmapCopy
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copy a rectangle of pixels from bitmap
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.Va src
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upper left hand corner at
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.Va srcx , srcy
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to bitmap
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.Va dst
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at
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.Va dstx , dsty
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of the size
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.Va width , height .
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.Pp
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.Fn VGLBitmapPutChar
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write the character
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.Va ch
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at position
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.Va x , y
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in foreground color
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.Va fgcol .
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If
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.Va fill
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is != 0, use the color
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.Va bgcol
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as background otherwise the background is transparent.
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The character is drawn in the direction specified by the argument
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.Va dir .
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.Pp
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.Fn VGLBitmapString
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write the string
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.Va str
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at position
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.Va x , y
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in foreground color
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.Va fgcol .
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If
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.Va fill
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is != 0, use the color
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.Va bgcol
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as background otherwise the background is transparent.
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The string is drawn in the direction specified by the argument
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.Va dir .
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.Pp
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.Fn VGLClear
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clears the entire bitmap to color
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.Va color .
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.Pp
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.Fn VGLSetPalette
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this function sets the palette used, the arguments
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.Va red , green , blue
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should point to byte arrays of 256 positions each.
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.Pp
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.Fn VGLSetPaletteIndex
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set the palette index
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.Va color
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to the specified RGB value.
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.Pp
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.Fn VGLSetBorder
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set the border color to color
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.Va color .
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.Pp
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.Fn VGLSetVScreenSize
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change the virtual screen size of the display. Note that this
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function must be called when our vty is in the foreground.
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And
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.Va object
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must be
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.Va VGLDisplay .
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Passing an in-memory bitmap to this function results in error.
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.Pp
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The desired virtual screen width may not be achievable because
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of the video card hardware. In such case the video driver (and
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underlaying video BIOS) may choose the next largest values.
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Always examine
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.Va object->VXsize
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and
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.Va VYsize
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after calling this function, in order to see how the virtual screen
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is actually set up.
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.Pp
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In order to set up the largest possible virtual screen, you may
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call this function with arbitrary large values.
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.Pp
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.Dl VGLSetVScreenSize(10000, 10000);
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.Pp
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.Fn VGLPanSreen
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change the origin of the displayed screen in the virtual screen.
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Note that this function must be called when our vty is in the
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foreground.
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.Va object
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must be
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.Va VGLDisplay .
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Passing an in-memory bitmap to this function results in error.
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.Pp
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.Fn VGLBlankDisplay
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blank the display if the argument
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.Va blank
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\*(Ne 0.
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This can be done to shut off the screen during display updates that
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the user should first see when it's done.
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.Ss Program termination and signal processing
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It is important to call
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.Fn VGLEnd
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before terminating the program.
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Care must be taken if you install signal handlers and try to call
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.Fn VGLEnd
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and
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.Xr exit 3
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to end the program.
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If a signal is caught while the program is inside
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.Nm libvgl
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functions,
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.Fn VGLEnd
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may not be able to properly restore the graphics hardware.
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.Pp
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The recommended way to handle signals and program termination is to
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have a flag to indicate signal's delivery.
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Your signal handlers set this flag but do not terminate
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the program immediately.
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The main part of the program checks the flag to see if it is
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supposed to terminate, and calls
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.Fn VGLEnd
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and
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.Xr exit 3
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if the flag is set.
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.Pp
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Note that
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.Fn VGLInit
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installs its internal signal handlers for
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.Dv SIGINT , SIGTERM , SIGSEGV ,
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and
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.Dv SIGBUS ,
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and terminates the program at appropriate time,
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after one of these signals is caught.
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If you want to have your own signal handlers for these signals,
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install handlers
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.Em after
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.Fn VGLInit .
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.Pp
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.Dv SIGUSR1
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and
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.Dv SIGUSR2
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are internally used by
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.Nm libvgl
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to control screen switching and the mouse pointer,
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and are not available to
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.Nm libvgl
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client programs.
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.Sh AUTHORS
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.An S\(/oren Schmidt Aq sos@FreeBSD.org
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.Sh HISTORY
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The
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.Nm vgl
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library appeared in
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.Fx 3.0 .
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