vmware-svga/lib/util/screendraw.h
Micah Dowty 68478eab4b There are many new tests and examples that we wrote internally at VMware,
but couldn't release immediately since they depended on virtual GPU features
which were not yet publicly released in any products.  This checkin moves those
features from our internal repository to the open source repository. Future   
development on these tests and examples will take place directly in the open
source repository.

The primary feature added by this patch is 'Screen Object', a new dynamic
display management extension supported by Workstation 7.0 and Fusion 3.0.
See the README for a quick explanation.
2009-10-21 20:20:49 +00:00

55 lines
2.1 KiB
C

/**********************************************************
* Copyright 2008-2009 VMware, Inc. All rights reserved.
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use, copy,
* modify, merge, publish, distribute, sublicense, and/or sell copies
* of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
**********************************************************/
/*
* screendraw.h --
*
* ScreenDraw is a small utility library for drawing
* into SVGA Screen Objects. It supports fills and text.
*
* It uses no system memory framebuffer at all- instead,
* we have a small GMRFB which contains our font glyphs
* and a tile buffer for blits.
*
* For text rendering, we support the Metalkit Console API.
*/
#ifndef __SCREENDRAW_H__
#define __SCREENDRAW_H__
#include "console.h"
void ScreenDraw_Init(uint32 gmrId);
void ScreenDraw_SetScreen(uint32 screenId, int width, int height);
void ScreenDraw_WrapText(char *text, int width);
void ScreenDraw_Rectangle(int left, int top, int right, int bottom,
uint32 color);
void ScreenDraw_Border(int left, int top, int right, int bottom,
uint32 color, uint32 width);
void ScreenDraw_Checkerboard(int left, int top, int right, int bottom);
#endif /* __SCREENDRAW_H__ */