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