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ndg/lib/lv_drivers/sdl/sdl_gpu.c

279 lines
8.5 KiB
C

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