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/**
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* @file sdl_gpu.c
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*
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*/
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/*********************
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* INCLUDES
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*********************/
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#include "sdl_gpu.h"
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#if USE_SDL_GPU
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#if LV_USE_DRAW_SDL == 0
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# error "LV_USE_DRAW_SDL must be enabled"
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#endif
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#if USE_KEYBOARD
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# warning "KEYBOARD is deprecated, use SDL instead. See lv_drivers/sdl/sdl.c"
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#endif
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#if USE_MOUSE
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# warning "MOUSE is deprecated, use SDL instead. See lv_drivers/sdl/sdl.c"
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#endif
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#if USE_MOUSEWHEEL
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# warning "MOUSEWHEEL is deprecated, use SDL instead that. See lv_drivers/sdl/sdl.c"
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#endif
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#if USE_MONITOR
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# error "Cannot enable both MONITOR and SDL at the same time. "
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#endif
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#include "sdl_common_internal.h"
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#include <stdlib.h>
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#include <stdbool.h>
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#include <string.h>
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#include <lvgl/src/draw/sdl/lv_draw_sdl.h>
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#include SDL_INCLUDE_PATH
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/*********************
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* DEFINES
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*********************/
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#ifndef KEYBOARD_BUFFER_SIZE
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#define KEYBOARD_BUFFER_SIZE SDL_TEXTINPUTEVENT_TEXT_SIZE
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#endif
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/**********************
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* TYPEDEFS
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**********************/
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typedef struct {
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lv_draw_sdl_drv_param_t drv_param;
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SDL_Window * window;
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SDL_Texture * texture;
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}monitor_t;
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/**********************
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* STATIC PROTOTYPES
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**********************/
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static void window_create(monitor_t * m);
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static void window_update(lv_disp_drv_t *disp_drv, void * buf);
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static void monitor_sdl_clean_up(void);
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static void sdl_event_handler(lv_timer_t * t);
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/***********************
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* GLOBAL PROTOTYPES
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***********************/
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static volatile bool sdl_inited = false;
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/**********************
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* MACROS
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**********************/
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/**********************
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* GLOBAL FUNCTIONS
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**********************/
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void sdl_init(void)
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{
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/*Initialize the SDL*/
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SDL_Init(SDL_INIT_VIDEO);
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SDL_SetEventFilter(quit_filter, NULL);
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sdl_inited = true;
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SDL_StartTextInput();
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lv_timer_create(sdl_event_handler, 1, NULL);
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}
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void sdl_disp_drv_init(lv_disp_drv_t * disp_drv, lv_coord_t hor_res, lv_coord_t ver_res)
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{
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monitor_t *m = lv_malloc(sizeof(monitor_t));
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window_create(m);
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lv_disp_drv_init(disp_drv);
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disp_drv->direct_mode = 1;
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disp_drv->flush_cb = monitor_flush;
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disp_drv->hor_res = hor_res;
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disp_drv->ver_res = ver_res;
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lv_disp_draw_buf_t *disp_buf = lv_malloc(sizeof(lv_disp_draw_buf_t));
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lv_disp_draw_buf_init(disp_buf, m->texture, NULL, hor_res * ver_res);
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disp_drv->draw_buf = disp_buf;
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disp_drv->antialiasing = 1;
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disp_drv->user_data = &m->drv_param;
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}
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/**
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* Flush a buffer to the marked area
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* @param disp_drv pointer to driver where this function belongs
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* @param area an area where to copy `color_p`
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* @param color_p an array of pixels to copy to the `area` part of the screen
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*/
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void sdl_display_flush(lv_disp_drv_t * disp_drv, const lv_area_t * area, lv_color_t * color_p)
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{
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lv_coord_t hres = disp_drv->hor_res;
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lv_coord_t vres = disp_drv->ver_res;
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// printf("x1:%d,y1:%d,x2:%d,y2:%d\n", area->x1, area->y1, area->x2, area->y2);
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/*Return if the area is out the screen*/
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if(area->x2 < 0 || area->y2 < 0 || area->x1 > hres - 1 || area->y1 > vres - 1) {
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lv_disp_flush_ready(disp_drv);
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return;
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}
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/* TYPICALLY YOU DO NOT NEED THIS
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* If it was the last part to refresh update the texture of the window.*/
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if(lv_disp_flush_is_last(disp_drv)) {
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window_update(disp_drv, color_p);
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}
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/*IMPORTANT! It must be called to tell the system the flush is ready*/
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lv_disp_flush_ready(disp_drv);
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}
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void sdl_display_resize(lv_disp_t *disp, int width, int height)
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{
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lv_disp_drv_t *driver = disp->driver;
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SDL_Renderer *renderer = ((lv_draw_sdl_drv_param_t *) driver->user_data)->renderer;
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if (driver->draw_buf->buf1) {
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SDL_DestroyTexture(driver->draw_buf->buf1);
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}
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SDL_Texture *texture = lv_draw_sdl_create_screen_texture(renderer, width, height);
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lv_disp_draw_buf_init(driver->draw_buf, texture, NULL, width * height);
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driver->hor_res = (lv_coord_t) width;
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driver->ver_res = (lv_coord_t) height;
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SDL_RendererInfo renderer_info;
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SDL_GetRendererInfo(renderer, &renderer_info);
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SDL_assert(renderer_info.flags & SDL_RENDERER_TARGETTEXTURE);
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SDL_SetRenderTarget(renderer, texture);
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lv_disp_drv_update(disp, driver);
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}
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/**********************
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* STATIC FUNCTIONS
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**********************/
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/**
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* SDL main thread. All SDL related task have to be handled here!
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* It initializes SDL, handles drawing and the mouse.
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*/
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static void sdl_event_handler(lv_timer_t * t)
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{
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(void)t;
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/*Refresh handling*/
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SDL_Event event;
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while(SDL_PollEvent(&event)) {
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mouse_handler(&event);
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mousewheel_handler(&event);
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keyboard_handler(&event);
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switch (event.type) {
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case SDL_WINDOWEVENT: {
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SDL_Window * window = SDL_GetWindowFromID(event.window.windowID);
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switch (event.window.event) {
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#if SDL_VERSION_ATLEAST(2, 0, 5)
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case SDL_WINDOWEVENT_TAKE_FOCUS:
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#endif
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case SDL_WINDOWEVENT_EXPOSED:
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for (lv_disp_t *cur = lv_disp_get_next(NULL); cur; cur = lv_disp_get_next(cur)) {
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window_update(cur->driver, cur->driver->draw_buf->buf_act);
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}
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break;
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case SDL_WINDOWEVENT_SIZE_CHANGED: {
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for (lv_disp_t *cur = lv_disp_get_next(NULL); cur; cur = lv_disp_get_next(cur)) {
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lv_draw_sdl_drv_param_t *param = cur->driver->user_data;
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SDL_Renderer *renderer = SDL_GetRenderer(window);
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if (param->renderer != renderer) continue;
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int w, h;
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SDL_GetWindowSize(window, &w, &h);
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sdl_display_resize(cur, w, h);
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}
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break;
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}
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case SDL_WINDOWEVENT_CLOSE: {
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for (lv_disp_t *cur = lv_disp_get_next(NULL); cur; ) {
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lv_disp_t * tmp = cur;
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cur = lv_disp_get_next(tmp);
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monitor_t * m = tmp->driver->user_data;
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SDL_Renderer *renderer = SDL_GetRenderer(window);
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if (m->drv_param.renderer != renderer) continue;
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SDL_DestroyTexture(tmp->driver->draw_buf->buf1);
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SDL_DestroyRenderer(m->drv_param.renderer);
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lv_disp_remove(tmp);
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}
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break;
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}
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default:
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break;
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}
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break;
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}
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}
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}
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/*Run until quit event not arrives*/
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if(sdl_quit_qry) {
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monitor_sdl_clean_up();
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exit(0);
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}
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}
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static void monitor_sdl_clean_up(void)
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{
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for (lv_disp_t *cur = lv_disp_get_next(NULL); cur; ) {
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lv_disp_t * tmp = cur;
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monitor_t * m = tmp->driver->user_data;
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SDL_DestroyTexture(tmp->driver->draw_buf->buf1);
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SDL_DestroyRenderer(m->drv_param.renderer);
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cur = lv_disp_get_next(cur);
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lv_disp_remove(tmp);
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}
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SDL_Quit();
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}
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static void window_create(monitor_t * m)
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{
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// SDL_SetHint( SDL_HINT_RENDER_SCALE_QUALITY, "1");
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m->window = SDL_CreateWindow("TFT Simulator",
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SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
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SDL_HOR_RES * SDL_ZOOM, SDL_VER_RES * SDL_ZOOM, SDL_WINDOW_RESIZABLE);
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m->drv_param.renderer = SDL_CreateRenderer(m->window, -1, SDL_RENDERER_ACCELERATED);
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m->texture = lv_draw_sdl_create_screen_texture(m->drv_param.renderer, SDL_HOR_RES, SDL_VER_RES);
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/* For first frame */
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SDL_SetRenderTarget(m->drv_param.renderer, m->texture);
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}
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static void window_update(lv_disp_drv_t *disp_drv, void * buf)
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{
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SDL_Renderer *renderer = ((lv_draw_sdl_drv_param_t *) disp_drv->user_data)->renderer;
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SDL_Texture *texture = buf;
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SDL_SetRenderTarget(renderer, NULL);
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SDL_RenderClear(renderer);
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#if LV_COLOR_SCREEN_TRANSP
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SDL_SetRenderDrawColor(renderer, 0xff, 0, 0, 0xff);
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SDL_Rect r;
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r.x = 0; r.y = 0; r.w = SDL_HOR_RES; r.h = SDL_VER_RES;
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SDL_RenderDrawRect(renderer, &r);
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#endif
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/*Update the renderer with the texture containing the rendered image*/
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SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
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SDL_RenderSetClipRect(renderer, NULL);
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SDL_RenderCopy(renderer, texture, NULL, NULL);
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SDL_RenderPresent(renderer);
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SDL_SetRenderTarget(renderer, texture);
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}
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#endif /*USE_SDL_GPU*/
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