.. SPDX-License-Identifier: GPL-2.0+ Expo menu ========= U-Boot provides a menu implementation for use with selecting bootflows and changing U-Boot settings. This is in early stages of development. Motivation ---------- U-Boot already has a text-based menu system accessed via the :doc:`../usage/cmd/bootmenu`. This works using environment variables, or via some EFI-specific hacks. The command makes use of a lower-level `menu` implementation, which is quite flexible and can be used to make menu hierarchies. However this system is not flexible enough for use with standard boot. It does not support a graphical user interface and cannot currently support anything more than a very simple list of items. While it does support multiple menus in hierarchies, these are implemented by the caller. See for example `eficonfig.c`. Another challenge with the current menu implementation is that it controls the event loop, such that bootmenu_loop() does not return until a key is pressed. This makes it difficult to implement dynamic displays or to do other things while the menu is running, such as searching for more bootflows. For these reasons an attempt has been made to develop a more flexible system which can handle menus as well as other elements. This is called 'expo', short for exposition, in an attempt to avoid common words like display, screen, menu and the like. The primary goal is to support Verified Boot for Embedded (VBE), although it is available to any boot method, using the 'bootflow menu' command. Efforts have been made to use common code with the existing menu, including key processing in particular. Previous work looked at integrating Nuklear into U-Boot. This works fine and could provide a way to provide a more flexible UI, perhaps with expo dealing with the interface to Nuklear. But this is quite a big step and it may be years before this becomes desirable, if at all. For now, U-Boot only needs a fairly simple set of menus and options, so rendering them directly is fairly straightforward. Concepts -------- The creator of the expo is here called a `controller` and it controls most aspects of the expo. This is the code that you must write to use expo. An `expo` is a set of scenes which can be presented to the user one at a time, to show information and obtain input from the user. A `scene` is a collection of objects which are displayed together on the screen. Only one scene is visible at a time and scenes do not share objects. A `scene object` is something that appears in the scene, such as some text, an image or a menu. Objects can be positioned and hidden. A `menu object` contains a title, a set of `menu items` and a pointer to the current item. Menu items consist of a keypress (indicating what to press to select the item), label and description. All three are shown in a single line within the menu. Items can also have a preview image, which is shown when the item is highlighted. All components have a name. This is purely for debugging, so it is easy to see what object is referred to. Of course the ID numbers can help as well, but they are less easy to distinguish. While the expo implementation provides support for handling keypresses and rendering on the display or serial port, it does not actually deal with reading input from the user, nor what should be done when a particular menu item is selected. This is deliberate since having the event loop outside the expo is more flexible, particularly in a single-threaded environment like U-Boot. Everything within an expo has a unique ID number. This is done so that it is easy to refer to things after the expo has been created. The expectation is that the controller declares an enum containing all of the elements in the expo, passing the ID of each object as it is created. When a menu item is selected, its ID is returned. When a object's font or position needs to change, the ID is passed to expo functions to indicate which object it is. It is possible for expo to auto-allocate IDs, but this is not recommended. The use of IDs is a convenience, removing the need for the controller to store pointers to objects, or even the IDs of objects. Programmatic creation of many items in a loop can be handled by allocating space in the enum for a maximum number of items, then adding the loop count to the enum values to obtain unique IDs. Where dynamic IDs are need, use expo_set_dynamic_start() to set the start value, so that they are allocated above the starting (enum) IDs. All text strings are stored in a structure attached to the expo, referenced by a text ID. This makes it easier at some point to implement multiple languages or to support Unicode strings. Menu objects do not have their own text and image objects. Instead they simply refer to objects which have been created. So a menu item is just a collection of IDs of text and image objects. When adding a menu item you must create these objects first, then create the menu item, passing in the relevant IDs. Creating an expo ---------------- To create an expo programmatically, use `expo_new()` followed by `scene_new()` to create a scene. Then add objects to the scene, using functions like `scene_txt_str()` and `scene_menu()`. For every menu item, add text and image objects, then create the menu item with `scene_menuitem()`, referring to those objects. To create an expo using a description file, see :ref:`expo_format` below. Layout ------ Individual objects can be positioned using `scene_obj_set_pos()`. Menu items cannot be positioned manually: this is done by `scene_arrange()` which is called automatically when something changes. The menu itself determines the position of its items. Rendering --------- Rendering is performed by calling `expo_render()`. This uses either the vidconsole, if present, or the serial console in `text mode`. Expo handles presentation automatically in either case, without any change in how the expo is created. For the vidconsole, Truetype fonts can be used if enabled, to enhance the quality of the display. For text mode, each menu item is shown in a single line, allowing easy selection using arrow keys. Input ----- The controller is responsible for collecting keyboard input. A good way to do this is to use `cli_ch_process()`, since it handles conversion of escape sequences into keys. However, expo has some special menu-key codes for navigating the interface. These are defined in `enum bootmenu_key` and include `BKEY_UP` for moving up and `BKEY_SELECT` for selecting an item. You can use `bootmenu_conv_key()` to convert an ASCII key into one of these. Once a keypress is decoded, call `expo_send_key()` to send it to the expo. This may cause an update to the expo state and may produce an action. Actions ------- Call `expo_action_get()` in the event loop to check for any actions that the expo wants to report. These can include selecting a particular menu item, or quitting the menu. Processing of these is the responsibility of your controller. Event loop ---------- Expo is intended to be used in an event loop. For an example loop, see `bootflow_menu_run()`. It is possible to perform other work in your event loop, such as scanning devices for more bootflows. Themes ------ Expo supports simple themes, for setting the font size, for example. Use the expo_apply_theme() function to load a theme, passing a node with the required properties: font-size Font size to use for all text (type: u32) menu-inset Number of pixels to inset the menu on the sides and top (type: u32) menuitem-gap-y Number of pixels between menu items Pop-up mode ----------- Expos support two modes. The simple mode is used for selecting from a single menu, e.g. when choosing with OS to boot. In this mode the menu items are shown in a list (label, > pointer, key and description) and can be chosen using arrow keys and enter:: U-Boot Boot Menu UP and DOWN to choose, ENTER to select mmc1 > 0 Fedora-Workstation-armhfp-31-1.9 mmc3 1 Armbian The popup mode allows multiple menus to be present in a scene. Each is shown just as its title and label, as with the `CPU Speed` and `AC Power` menus here:: Test Configuration CPU Speed <2 GHz> (highlighted) AC Power Always Off UP and DOWN to choose, ENTER to select .. _expo_format: Expo Format ----------- It can be tedious to create a complex expo using code. Expo supports a data-driven approach, where the expo description is in a devicetree file. This makes it easier and faster to create and edit the description. An expo builder is provided to convert this format into an expo structure. Layout of the expo scenes is handled automatically, based on a set of simple rules. The :doc:`../usage/cmd/cedit` can be used to load a configuration and create an expo from it. Top-level node ~~~~~~~~~~~~~~ The top-level node has the following properties: dynamic-start type: u32, optional Specifies the start of the dynamically allocated objects. This results in a call to expo_set_dynamic_start(). The top-level node has the following subnodes: scenes Specifies the scenes in the expo, each one being a subnode strings Specifies the strings in the expo, each one being a subnode `scenes` node ~~~~~~~~~~~~~ Contains a list of scene subnodes. The name of each subnode is passed as the name to `scene_new()`. `strings` node ~~~~~~~~~~~~~~ Contains a list of string subnodes. The name of each subnode is ignored. `strings` subnodes ~~~~~~~~~~~~~~~~~~ Each subnode defines a string which can be used by scenes and objects. Each string has an ID number which is used to refer to it. The `strings` subnodes have the following properties: id type: u32, required Specifies the ID number for the string. value: type: string, required Specifies the string text. For now only a single value is supported. Future work may add support for multiple languages by using a value for each language. Scene nodes (`scenes` subnodes) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Each subnode of the `scenes` node contains a scene description. Most properties can use either a string or a string ID. For example, a `title` property can be used to provide the title for a menu; alternatively a `title-id` property can provide the string ID of the title. If both are present, the ID takes preference, except that if a string with that ID does not exist, it falls back to using the string from the property (`title` in this example). The description below shows these are alternative properties with the same description. The scene nodes have the following properties: id type: u32, required Specifies the ID number for the string. title / title-id type: string / u32, required Specifies the title of the scene. This is shown at the top of the scene. prompt / prompt-id type: string / u32, required Specifies a prompt for the scene. This is shown at the bottom of the scene. The scene nodes have a subnode for each object in the scene. Object nodes ~~~~~~~~~~~~ The object-node name is used as the name of the object, e.g. when calling `scene_menu()` to create a menu. Object nodes have the following common properties: type type: string, required Specifies the type of the object. Valid types are: "menu" Menu containing items which can be selected by the user id type: u32, required Specifies the ID of the object. This is used when referring to the object. Where CMOS RAM is used for reading and writing settings, the following additional properties are required: start-bit Specifies the first bit in the CMOS RAM to use for this setting. For a RAM with 0x100 bytes, there are 0x800 bit locations. For example, register 0x80 holds bits 0x400 to 0x407. bit-length Specifies the number of CMOS RAM bits to use for this setting. The bits extend from `start-bit` to `start-bit + bit-length - 1`. Note that the bits must be contiguous. Menu nodes have the following additional properties: title / title-id type: string / u32, required Specifies the title of the menu. This is shown to the left of the area for this menu. item-id type: u32 list, required Specifies the ID for each menu item. These are used for checking which item has been selected. item-label / item-label-id type: string list / u32 list, required Specifies the label for each item in the menu. These are shown to the user. In 'popup' mode these form the items in the menu. key-label / key-label-id type: string list / u32 list, optional Specifies the key for each item in the menu. These are currently only intended for use in simple mode. desc-label / desc-label-id type: string list / u32 list, optional Specifies the description for each item in the menu. These are currently only intended for use in simple mode. Expo layout ~~~~~~~~~~~ The `expo_arrange()` function can be called to arrange the expo objects in a suitable manner. For each scene it puts the title at the top, the prompt at the bottom and the objects in order from top to bottom. .. _expo_example: Expo format example ~~~~~~~~~~~~~~~~~~~ This example shows an expo with a single scene consisting of two menus. The scene title is specified using a string from the strings table, but all other strings are provided inline in the nodes where they are used. :: /* this comment is parsed by the expo.py tool to insert the values below enum { ZERO, ID_PROMPT, ID_SCENE1, ID_SCENE1_TITLE, ID_CPU_SPEED, ID_CPU_SPEED_TITLE, ID_CPU_SPEED_1, ID_CPU_SPEED_2, ID_CPU_SPEED_3, ID_POWER_LOSS, ID_AC_OFF, ID_AC_ON, ID_AC_MEMORY, ID_DYNAMIC_START, */ &cedit { dynamic-start = ; scenes { main { id = ; /* value refers to the matching id in /strings */ title-id = ; /* simple string is used as it is */ prompt = "UP and DOWN to choose, ENTER to select"; /* defines a menu within the scene */ cpu-speed { type = "menu"; id = ; /* * has both string and ID. The string is ignored * if the ID is present and points to a string */ title = "CPU speed"; title-id = ; /* menu items as simple strings */ item-label = "2 GHz", "2.5 GHz", "3 GHz"; /* IDs for the menu items */ item-id = ; }; power-loss { type = "menu"; id = ; title = "AC Power"; item-label = "Always Off", "Always On", "Memory"; item-id = ; }; }; }; strings { title { id = ; value = "Test Configuration"; value-es = "configuraciĆ³n de prueba"; }; }; }; API documentation ----------------- .. kernel-doc:: include/expo.h Future ideas ------------ Some ideas for future work: - Default menu item and a timeout - Image formats other than BMP - Use of ANSI sequences to control a serial terminal - Colour selection - Support for more widgets, e.g. text, numeric, radio/option - Mouse support - Integrate Nuklear, NxWidgets or some other library for a richer UI - Optimise rendering by only updating the display with changes since last render - Use expo to replace the existing menu implementation - Add a Kconfig option to drop the names to save code / data space - Add a Kconfig option to disable vidconsole support to save code / data space - Support both graphical and text menus at the same time on different devices - Support unicode - Support curses for proper serial-terminal menus - Add support for large menus which need to scroll - Update expo.py tool to check for overlapping names and CMOS locations .. Simon Glass .. 7-Oct-22