1.\"- 2.\" Copyright (c) 1997 Søren Schmidt 3.\" All rights reserved. 4.\" 5.\" Redistribution and use in source and binary forms, with or without 6.\" modification, are permitted provided that the following conditions 7.\" are met: 8.\" 1. Redistributions of source code must retain the above copyright 9.\" notice, this list of conditions and the following disclaimer, 10.\" in this position and unchanged. 11.\" 2. Redistributions in binary form must reproduce the above copyright 12.\" notice, this list of conditions and the following disclaimer in the 13.\" documentation and/or other materials provided with the distribution. 14.\" 3. The name of the author may not be used to endorse or promote products 15.\" derived from this software without specific prior written permission. 16.\" 17.\" THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR 18.\" IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES 19.\" OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. 20.\" IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, 21.\" INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT 22.\" NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, 23.\" DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 24.\" THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 25.\" (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF 26.\" THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 27.\" 28.\" $FreeBSD$ 29.Dd February 25, 2012 30.Dt VGL 3 31.Os 32.Sh NAME 33.Nm VGLBitmapAllocateBits , 34.Nm VGLBitmapCopy , 35.Nm VGLBitmapCreate , 36.Nm VGLBitmapDestroy , 37.Nm VGLBitmapPutChar , 38.Nm VGLBitmapString , 39.Nm VGLBlankDisplay , 40.Nm VGLBox , 41.Nm VGLCheckSwitch , 42.Nm VGLClear , 43.Nm VGLEllipse , 44.Nm VGLEnd , 45.Nm VGLFilledBox , 46.Nm VGLFilledEllipse , 47.Nm VGLGetXY , 48.Nm VGLInit , 49.Nm VGLLine , 50.Nm VGLKeyboardInit , 51.Nm VGLKeyboardEnd , 52.Nm VGLKeyboardGetCh , 53.Nm VGLMouseInit , 54.Nm VGLMouseMode , 55.Nm VGLMouseSetImage , 56.Nm VGLMouseSetStdImage , 57.Nm VGLMouseStatus , 58.Nm VGLPanScreen , 59.Nm VGLSetBorder , 60.Nm VGLSetPalette , 61.Nm VGLSetPaletteIndex , 62.Nm VGLSetVScreenSize , 63.Nm VGLSetXY , 64.Nm VGLTextSetFontFile 65.Nd Video Graphics Library functions 66.Sh LIBRARY 67.Lb libvgl 68.Sh SYNOPSIS 69.In sys/fbio.h 70.In sys/consio.h 71.In sys/kbio.h 72.In vgl.h 73.Ft int 74.Fn VGLInit "int mode" 75.Ft void 76.Fn VGLEnd "void" 77.Ft void 78.Fn VGLCheckSwitch "void" 79.Ft int 80.Fn VGLTextSetFontFile "char *filename" 81.Ft int 82.Fn VGLKeyboardInit "int code" 83.Ft void 84.Fn VGLKeyboardEnd "void" 85.Ft int 86.Fn VGLKeyboardGetCh "void" 87.Ft int 88.Fn VGLMouseInit "int mode" 89.Ft void 90.Fn VGLMouseMode "int mode" 91.Ft int 92.Fn VGLMouseStatus "int *x" "int *y" "char *buttons" 93.Ft void 94.Fn VGLMouseSetImage "VGLBitmap *AndMask" "VGLBitmap *OrMask" 95.Ft void 96.Fn VGLMouseSetStdImage "void" 97.Ft u_long 98.Fn VGLGetXY "VGLBitmap *object" "int x" "int y" 99.Ft void 100.Fn VGLSetXY "VGLBitmap *object" "int x" "int y" "u_long color" 101.Ft void 102.Fn VGLLine "VGLBitmap *object" "int x1" "int y1" "int x2" "int y2" "u_long color" 103.Ft void 104.Fn VGLBox "VGLBitmap *object" "int x1" "int y1" "int x2" "int y2" "u_long color" 105.Ft void 106.Fn VGLFilledBox "VGLBitmap *object" "int x1" "int y1" "int x2" "int y2" "u_long color" 107.Ft void 108.Fn VGLEllipse "VGLBitmap *object" "int xc" "int yc" "int a" "int b" "u_long color" 109.Ft void 110.Fn VGLFilledEllipse "VGLBitmap *object" "int xc" "int yc" "int a" "int b" "u_long color" 111.Ft VGLBitmap * 112.Fn VGLBitmapCreate "int type" "int xsize" "int ysize" "byte *bits" 113.Ft void 114.Fn VGLBitmapDestroy "VGLBitmap *object" 115.Ft int 116.Fn VGLBitmapAllocateBits "VGLBitmap *object" 117.Ft int 118.Fn VGLBitmapCopy "VGLBitmap *src" "int srcx" "int srcy" "VGLBitmap *dst" "int dstx" "int dsty" "int width" "int hight" 119.Ft void 120.Fn VGLBitmapPutChar "VGLBitmap *Object" "int x" "int y" "byte ch" "u_long fgcol" "u_long bgcol" "int fill" "int dir" 121.Ft void 122.Fn VGLBitmapString "VGLBitmap *Object" "int x" "int y" "char *str" "u_long fgcol" "u_long bgcol" "int fill" "int dir" 123.Ft void 124.Fn VGLClear "VGLBitmap *object" "u_long color" 125.Ft void 126.Fn VGLSetPalette "byte *red" "byte *green" "byte *blue" 127.Ft void 128.Fn VGLSetPaletteIndex "byte color" "byte red" "byte green" "byte blue" 129.Ft void 130.Fn VGLSetBorder "byte color" 131.Ft int 132.Fn VGLSetVScreenSize "VGLBitmap *object" "int vxsize" "int vysize" 133.Ft int 134.Fn VGLPanScreen "VGLBitmap *object" "int x" "int y" 135.Ft void 136.Fn VGLBlankDisplay "int blank" 137.Sh DESCRIPTION 138.Nm Libvgl 139is a library that enables the programmer access to the graphics 140modes supported by the console driver (syscons). 141The library takes care of 142programming the actual video hardware, and provides a number of simple 143functions to do various graphic operations. 144There is also support for a 145mouse via the standard mouse system in 146.Fx , 147see 148.Xr mouse 4 , 149including the ability to transparently have a mouse pointer superimposed on 150the graphic image currently being worked on. 151The library takes care of screen switching by storing the current image in 152memory before switching to another virtual console, and restoring when the 153user switches back. 154This allows several graphic applications at once, but 155on different virtual consoles. 156.Pp 157Below is a short description of the various functions: 158.Pp 159.Fn VGLInit 160initialize the library and set up the graphic mode 161.Va mode . 162.Pp 163.Fn VGLEnd 164terminate graphic mode, and restore the screenmode that was active before 165.Fn VGLInit 166was called. 167.Pp 168.Fn VGLCheckSwitch 169if the program goes into longer periods of processing without doing 170any graphics output, calling this function occasionally will allow 171the system to switch screens. 172.Pp 173.Fn VGLTextSetFontFile 174instruct the char/string functions to use the font in file 175.Pa filename 176instead of the builtin font. 177.Pp 178.Fn VGLKeyboardInit 179set up the keyboard in the 180.Dq raw 181I/O mode and 182specify the key code to be used. 183.Va code 184must be 185.Dv VGL_XLATEKEYS , 186.Dv VGL_CODEKEYS , 187or 188.Dv VGL_RAWKEYS . 189When 190.Dv VGL_XLATEKEYS 191is specified, the keyboard translates the raw keyboard scan code into 192a character code. 193If 194.Dv VGL_RAWKEYS 195is used, the raw keyboard scan code is read as is. 196.Dv VGL_CODEKEYS 197is the intermediate key code; each key is assigned a unique code whereas 198more than one raw scan code may be generated when a key is pressed. 199.Pp 200.Fn VGLKeyboardEnd 201when you have finished using the keyboard, call this function. 202.Pp 203.Fn VGLKeyboardGetCh 204read one byte from the keyboard. 205As the keyboard I/O is in the 206.Dq raw 207input mode, the function will not block even if there is no input data, 208and returns 0. 209.Pp 210.Fn VGLMouseInit 211initialize the mouse. 212The optional on-screen mouse pointer is shown if the 213argument is 214.Dv VGL_MOUSESHOW . 215.Pp 216.Fn VGLMouseMode 217either shows the mouse pointer if the argument is 218.Dv VGL_MOUSESHOW , 219or hides the mouse pointer if the argument is 220.Dv VGL_MOUSEHIDE . 221.Pp 222.Fn VGLMouseStatus 223returns the current mouse pointer coordinates and button state in 224.Va x , y , 225buttons. 226The return value reflects if the mouse pointer 227is currently shown on screen or not. 228.Pp 229.Fn VGLMouseSetImage 230with this function it is possible to change the image of the mouse pointer 231on screen. 232.Pp 233.Fn VGLMouseSetStdImage 234this function restores the mouse pointer to the standard arrow. 235.Pp 236.Fn VGLGetXY 237retrieves the color of the pixel located at 238.Va x , y , 239coordinates of the 240.Va object 241argument, and returns it as a u_long value. 242.Pp 243.Fn VGLSetXY 244sets the color of the pixel located at 245.Va x , y , 246coordinates of the 247.Va object 248argument to 249.Va color 250u_long value. 251.Pp 252.Fn VGLLine 253draw a line from 254.Va x1 , y1 255to 256.Va x2 , y2 257in color 258.Va color . 259.Pp 260.Fn VGLBox 261draw a box with upper left hand corner at 262.Va x1 , y1 263and lower right hand corner at 264.Va x2 , y2 265in color 266.Va color . 267.Pp 268.Fn VGLFilledBox 269draw a filled (solid) box with upper left hand corner at 270.Va x1 , y1 271and lower right hand corner at 272.Va x2 , y2 273in color 274.Va color . 275.Pp 276.Fn VGLEllipse 277draw an ellipse centered at 278.Va xc , yc 279make it 280.Va a 281pixels wide, and 282.Va b 283pixels high in color 284.Va color . 285.Pp 286.Fn VGLFilledEllipse 287draw a filled (solid) ellipse centered at 288.Va xc , yc 289make it 290.Va a 291pixels wide, and 292.Va b 293pixels high in color 294.Va color . 295.Pp 296.Fn VGLBitmapCreate 297create a bitmap object and initialize it with the specified 298values and bit data. 299.Va type 300must be 301.Dv MEMBUF 302for the in-memory bitmap. 303.Va bits 304may be NULL so that bitmap data may be associated later. 305.Pp 306There also is a macro, 307.Fn VGLBITMAP_INITIALIZER "type" "xsize" "ysize" "bits" 308to initialize a statically declared bitmap object. 309.Pp 310.Fn VGLBitmapDestroy 311free the bitmap data and the bitmap object. 312.Pp 313.Fn VGLBitmapAllocateBits 314allocate a bit data buffer for the specified object. 315.Pp 316.Fn VGLBitmapCopy 317copy a rectangle of pixels from bitmap 318.Va src 319upper left hand corner at 320.Va srcx , srcy 321to bitmap 322.Va dst 323at 324.Va dstx , dsty 325of the size 326.Va width , height . 327.Pp 328.Fn VGLBitmapPutChar 329write the character 330.Va ch 331at position 332.Va x , y 333in foreground color 334.Va fgcol . 335If 336.Va fill 337is != 0, use the color 338.Va bgcol 339as background otherwise the background is transparent. 340The character is drawn in the direction specified by the argument 341.Va dir . 342.Pp 343.Fn VGLBitmapString 344write the string 345.Va str 346at position 347.Va x , y 348in foreground color 349.Va fgcol . 350If 351.Va fill 352is != 0, use the color 353.Va bgcol 354as background otherwise the background is transparent. 355The string is drawn in the direction specified by the argument 356.Va dir . 357.Pp 358.Fn VGLClear 359clears the entire bitmap to color 360.Va color . 361.Pp 362.Fn VGLSetPalette 363this function sets the palette used, the arguments 364.Va red , green , blue 365should point to byte arrays of 256 positions each. 366.Pp 367.Fn VGLSetPaletteIndex 368set the palette index 369.Va color 370to the specified RGB value. 371.Pp 372.Fn VGLSetBorder 373set the border color to color 374.Va color . 375.Pp 376.Fn VGLSetVScreenSize 377change the virtual screen size of the display. 378Note that this 379function must be called when our vty is in the foreground. 380And 381.Va object 382must be 383.Va VGLDisplay . 384Passing an in-memory bitmap to this function results in error. 385.Pp 386The desired virtual screen width may not be achievable because 387of the video card hardware. 388In such case the video driver (and 389underlying video BIOS) may choose the next largest values. 390Always examine 391.Va object->VXsize 392and 393.Va VYsize 394after calling this function, in order to see how the virtual screen 395is actually set up. 396.Pp 397In order to set up the largest possible virtual screen, you may 398call this function with arbitrary large values. 399.Pp 400.Dl VGLSetVScreenSize(10000, 10000); 401.Pp 402.Fn VGLPanScreen 403change the origin of the displayed screen in the virtual screen. 404Note that this function must be called when our vty is in the 405foreground. 406.Va object 407must be 408.Va VGLDisplay . 409Passing an in-memory bitmap to this function results in error. 410.Pp 411.Fn VGLBlankDisplay 412blank the display if the argument 413.Va blank 414\*(Ne 0. 415This can be done to shut off the screen during display updates that 416the user should first see when it is done. 417.Ss Program termination and signal processing 418It is important to call 419.Fn VGLEnd 420before terminating the program. 421Care must be taken if you install signal handlers and try to call 422.Fn VGLEnd 423and 424.Xr exit 3 425to end the program. 426If a signal is caught while the program is inside 427.Nm libvgl 428functions, 429.Fn VGLEnd 430may not be able to properly restore the graphics hardware. 431.Pp 432The recommended way to handle signals and program termination is to 433have a flag to indicate signal's delivery. 434Your signal handlers set this flag but do not terminate 435the program immediately. 436The main part of the program checks the flag to see if it is 437supposed to terminate, and calls 438.Fn VGLEnd 439and 440.Xr exit 3 441if the flag is set. 442.Pp 443Note that 444.Fn VGLInit 445installs its internal signal handlers for 446.Dv SIGINT , SIGTERM , SIGSEGV , 447and 448.Dv SIGBUS , 449and terminates the program at appropriate time, 450after one of these signals is caught. 451If you want to have your own signal handlers for these signals, 452install handlers 453.Em after 454.Fn VGLInit . 455.Pp 456.Dv SIGUSR1 457and 458.Dv SIGUSR2 459are internally used by 460.Nm libvgl 461to control screen switching and the mouse pointer, 462and are not available to 463.Nm libvgl 464client programs. 465.Sh HISTORY 466The 467.Nm vgl 468library appeared in 469.Fx 3.0 . 470.Sh AUTHORS 471.An S\(/oren Schmidt Aq Mt sos@FreeBSD.org 472