rockbox/apps/plugins/lua/lua.make

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# __________ __ ___.
# Open \______ \ ____ ____ | | _\_ |__ _______ ___
# Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
# Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
# Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
# \/ \/ \/ \/ \/
# $Id$
#
LUA_SRCDIR := $(APPSDIR)/plugins/lua
LUA_BUILDDIR := $(BUILDDIR)/apps/plugins/lua
LUA_SRC := $(call preprocess, $(LUA_SRCDIR)/SOURCES)
LUA_OBJ := $(call c2obj, $(LUA_SRC))
OTHER_SRC += $(LUA_SRC)
Rocklua -- Extend / Fix rliImage Some devices(1-bit / 2-bit displays) have packed bit formats that need to be unpacked in order to work on them at a pixel level. This caused a few issues on 1 & 2-bit devices: Greatly Oversized data arrays for bitmaps Improper handling of native image data Framebuffer data was near unusable without jumping through hoops Conversion between native addressing and per pixel addressing incurs extra overhead but it is much faster to do it on the 'C' side rather than in lua. Not to mention the advantage of a unified interface for the end programer ------------------------------------------------------------------- Adds a sane way to access each pixel of image data Adds: -------------------------------------------------------------------- img:clear([color],[x1],[y1],[x2],[y2]) (set whole image or a portion to a particular value) -------------------------------------------------------------------- img:invert([x1],[y1],[x2],[y2]) (inverts whole image or a portion) -------------------------------------------------------------------- img:marshal([x1],[y1],[x2],[y2],[funct]) (calls funct for each point defined by rect of x1,y1 x2,y2 returns value and allows setting value of each point return nil to terminate early) -------------------------------------------------------------------- img:points([x1],[y1],[x2],[y2],[dx],[dy]) (returns iterator function that steps delta-x and delta-y pixels each call returns value of pixel each call but doesn't allow setting to a new value compare to lua pairs method) -------------------------------------------------------------------- img:copy(src,[x1],[y1],[x2],[y2],[w],[h],[clip][operation][clr/funct]) (copies all or part of an image -- straight copy or special ops optionally calls funct for each point defined by rect of x1, y1, w, h and x2, y2, w, h for dest and src images returns value of dst and src and allows setting value of each point return nil to terminate early) -------------------------------------------------------------------- img:line(x1, y1, x2, y2, color) -------------------------------------------------------------------- img:ellipse(x1, y1, x2, y2, color, [fillcolor] -------------------------------------------------------------------- Fixed handling of 2-bit vertical integrated screens Added direct element access for saving / restoring native image etc. Added more data to tostring() handler and a way to access individual items Added equals method to see if two variables reference the same image address (doesn't check if two separate images contain the same 'picture') Optimized get and set routines Fixed out of bound x coord access shifting to next line Added lua include files to expose new functionality Finished image saving routine Static allocation of set_viewport struct faster + saves ram over dynamic Cleaned up code Fixed pixel get/set for 1/2 bit devices Fixed handling for 24-bit devices (32?) ------------------------------------------------------------------------- Example lua script to follow on forums ------------------------------------------------------------------------- Change-Id: I8a9ff0ff72aacf4b1662767ccb2b312fc355239c
2018-07-23 00:50:22 +00:00
LUA_INCLUDEDIR := $(LUA_SRCDIR)/include_lua
LUA_INCLUDELIST := $(addprefix $(LUA_BUILDDIR)/,audio.lua blit.lua color.lua draw.lua image.lua lcd.lua math_ex.lua print.lua timer.lua playlist.lua)
Rocklua -- Extend / Fix rliImage Some devices(1-bit / 2-bit displays) have packed bit formats that need to be unpacked in order to work on them at a pixel level. This caused a few issues on 1 & 2-bit devices: Greatly Oversized data arrays for bitmaps Improper handling of native image data Framebuffer data was near unusable without jumping through hoops Conversion between native addressing and per pixel addressing incurs extra overhead but it is much faster to do it on the 'C' side rather than in lua. Not to mention the advantage of a unified interface for the end programer ------------------------------------------------------------------- Adds a sane way to access each pixel of image data Adds: -------------------------------------------------------------------- img:clear([color],[x1],[y1],[x2],[y2]) (set whole image or a portion to a particular value) -------------------------------------------------------------------- img:invert([x1],[y1],[x2],[y2]) (inverts whole image or a portion) -------------------------------------------------------------------- img:marshal([x1],[y1],[x2],[y2],[funct]) (calls funct for each point defined by rect of x1,y1 x2,y2 returns value and allows setting value of each point return nil to terminate early) -------------------------------------------------------------------- img:points([x1],[y1],[x2],[y2],[dx],[dy]) (returns iterator function that steps delta-x and delta-y pixels each call returns value of pixel each call but doesn't allow setting to a new value compare to lua pairs method) -------------------------------------------------------------------- img:copy(src,[x1],[y1],[x2],[y2],[w],[h],[clip][operation][clr/funct]) (copies all or part of an image -- straight copy or special ops optionally calls funct for each point defined by rect of x1, y1, w, h and x2, y2, w, h for dest and src images returns value of dst and src and allows setting value of each point return nil to terminate early) -------------------------------------------------------------------- img:line(x1, y1, x2, y2, color) -------------------------------------------------------------------- img:ellipse(x1, y1, x2, y2, color, [fillcolor] -------------------------------------------------------------------- Fixed handling of 2-bit vertical integrated screens Added direct element access for saving / restoring native image etc. Added more data to tostring() handler and a way to access individual items Added equals method to see if two variables reference the same image address (doesn't check if two separate images contain the same 'picture') Optimized get and set routines Fixed out of bound x coord access shifting to next line Added lua include files to expose new functionality Finished image saving routine Static allocation of set_viewport struct faster + saves ram over dynamic Cleaned up code Fixed pixel get/set for 1/2 bit devices Fixed handling for 24-bit devices (32?) ------------------------------------------------------------------------- Example lua script to follow on forums ------------------------------------------------------------------------- Change-Id: I8a9ff0ff72aacf4b1662767ccb2b312fc355239c
2018-07-23 00:50:22 +00:00
ifndef APP_TYPE
ifneq (,$(strip $(foreach tgt,RECORDER ONDIO,$(findstring $(tgt),$(TARGET)))))
### lowmem targets
ROCKS += $(LUA_BUILDDIR)/lua.ovl
LUA_OUTLDS = $(LUA_BUILDDIR)/lua.link
LUA_OVLFLAGS = -T$(LUA_OUTLDS) -Wl,--gc-sections -Wl,-Map,$(basename $@).map
else
### all other targets
ROCKS += $(LUA_BUILDDIR)/lua.rock
endif
else
### simulator
ROCKS += $(LUA_BUILDDIR)/lua.rock
endif
Rocklua -- Extend / Fix rliImage Some devices(1-bit / 2-bit displays) have packed bit formats that need to be unpacked in order to work on them at a pixel level. This caused a few issues on 1 & 2-bit devices: Greatly Oversized data arrays for bitmaps Improper handling of native image data Framebuffer data was near unusable without jumping through hoops Conversion between native addressing and per pixel addressing incurs extra overhead but it is much faster to do it on the 'C' side rather than in lua. Not to mention the advantage of a unified interface for the end programer ------------------------------------------------------------------- Adds a sane way to access each pixel of image data Adds: -------------------------------------------------------------------- img:clear([color],[x1],[y1],[x2],[y2]) (set whole image or a portion to a particular value) -------------------------------------------------------------------- img:invert([x1],[y1],[x2],[y2]) (inverts whole image or a portion) -------------------------------------------------------------------- img:marshal([x1],[y1],[x2],[y2],[funct]) (calls funct for each point defined by rect of x1,y1 x2,y2 returns value and allows setting value of each point return nil to terminate early) -------------------------------------------------------------------- img:points([x1],[y1],[x2],[y2],[dx],[dy]) (returns iterator function that steps delta-x and delta-y pixels each call returns value of pixel each call but doesn't allow setting to a new value compare to lua pairs method) -------------------------------------------------------------------- img:copy(src,[x1],[y1],[x2],[y2],[w],[h],[clip][operation][clr/funct]) (copies all or part of an image -- straight copy or special ops optionally calls funct for each point defined by rect of x1, y1, w, h and x2, y2, w, h for dest and src images returns value of dst and src and allows setting value of each point return nil to terminate early) -------------------------------------------------------------------- img:line(x1, y1, x2, y2, color) -------------------------------------------------------------------- img:ellipse(x1, y1, x2, y2, color, [fillcolor] -------------------------------------------------------------------- Fixed handling of 2-bit vertical integrated screens Added direct element access for saving / restoring native image etc. Added more data to tostring() handler and a way to access individual items Added equals method to see if two variables reference the same image address (doesn't check if two separate images contain the same 'picture') Optimized get and set routines Fixed out of bound x coord access shifting to next line Added lua include files to expose new functionality Finished image saving routine Static allocation of set_viewport struct faster + saves ram over dynamic Cleaned up code Fixed pixel get/set for 1/2 bit devices Fixed handling for 24-bit devices (32?) ------------------------------------------------------------------------- Example lua script to follow on forums ------------------------------------------------------------------------- Change-Id: I8a9ff0ff72aacf4b1662767ccb2b312fc355239c
2018-07-23 00:50:22 +00:00
$(LUA_BUILDDIR)/lua.rock: $(LUA_OBJ) $(TLSFLIB) $(LUA_BUILDDIR)/actions.lua $(LUA_BUILDDIR)/buttons.lua $(LUA_BUILDDIR)/rocklib_aux.o $(LUA_INCLUDELIST)
$(LUA_BUILDDIR)/actions.lua: $(LUA_OBJ) $(LUA_SRCDIR)/action_helper.pl
$(call PRINTS,GEN $(@F))$(CC) $(PLUGINFLAGS) $(INCLUDES) -E $(APPSDIR)/plugins/lib/pluginlib_actions.h | $(LUA_SRCDIR)/action_helper.pl > $(LUA_BUILDDIR)/actions.lua
HOST_INCLUDES := $(filter-out %/libc/include,$(INCLUDES))
$(LUA_BUILDDIR)/buttons.lua: $(LUA_OBJ) $(LUA_SRCDIR)/button_helper.pl
$(SILENT)$(CC) $(INCLUDES) -dM -E -include button-target.h - < /dev/null | $(LUA_SRCDIR)/button_helper.pl | $(HOSTCC) -fno-builtin $(HOST_INCLUDES) -x c -o $(LUA_BUILDDIR)/button_helper -
$(call PRINTS,GEN $(@F))$(LUA_BUILDDIR)/button_helper > $(LUA_BUILDDIR)/buttons.lua
$(LUA_BUILDDIR)/rocklib_aux.c: $(APPSDIR)/plugin.h $(LUA_OBJ) $(LUA_SRCDIR)/rocklib_aux.pl
$(call PRINTS,GEN $(@F))$(CC) $(PLUGINFLAGS) $(INCLUDES) -E -include plugin.h - < /dev/null | $(LUA_SRCDIR)/rocklib_aux.pl $(LUA_SRCDIR) > $(LUA_BUILDDIR)/rocklib_aux.c
$(LUA_BUILDDIR)/rocklib_aux.o: $(LUA_BUILDDIR)/rocklib_aux.c
$(call PRINTS,CC $(<F))$(CC) $(INCLUDES) $(PLUGINFLAGS) -I $(LUA_SRCDIR) -c $< -o $@
$(LUA_BUILDDIR)/%.lua: $(LUA_INCLUDEDIR)/%.lua | $(LUA_BUILDDIR)
$(call PRINTS,CP $(subst $(LUA_INCLUDEDIR)/,,$<))cp $< $@
Rocklua -- Extend / Fix rliImage Some devices(1-bit / 2-bit displays) have packed bit formats that need to be unpacked in order to work on them at a pixel level. This caused a few issues on 1 & 2-bit devices: Greatly Oversized data arrays for bitmaps Improper handling of native image data Framebuffer data was near unusable without jumping through hoops Conversion between native addressing and per pixel addressing incurs extra overhead but it is much faster to do it on the 'C' side rather than in lua. Not to mention the advantage of a unified interface for the end programer ------------------------------------------------------------------- Adds a sane way to access each pixel of image data Adds: -------------------------------------------------------------------- img:clear([color],[x1],[y1],[x2],[y2]) (set whole image or a portion to a particular value) -------------------------------------------------------------------- img:invert([x1],[y1],[x2],[y2]) (inverts whole image or a portion) -------------------------------------------------------------------- img:marshal([x1],[y1],[x2],[y2],[funct]) (calls funct for each point defined by rect of x1,y1 x2,y2 returns value and allows setting value of each point return nil to terminate early) -------------------------------------------------------------------- img:points([x1],[y1],[x2],[y2],[dx],[dy]) (returns iterator function that steps delta-x and delta-y pixels each call returns value of pixel each call but doesn't allow setting to a new value compare to lua pairs method) -------------------------------------------------------------------- img:copy(src,[x1],[y1],[x2],[y2],[w],[h],[clip][operation][clr/funct]) (copies all or part of an image -- straight copy or special ops optionally calls funct for each point defined by rect of x1, y1, w, h and x2, y2, w, h for dest and src images returns value of dst and src and allows setting value of each point return nil to terminate early) -------------------------------------------------------------------- img:line(x1, y1, x2, y2, color) -------------------------------------------------------------------- img:ellipse(x1, y1, x2, y2, color, [fillcolor] -------------------------------------------------------------------- Fixed handling of 2-bit vertical integrated screens Added direct element access for saving / restoring native image etc. Added more data to tostring() handler and a way to access individual items Added equals method to see if two variables reference the same image address (doesn't check if two separate images contain the same 'picture') Optimized get and set routines Fixed out of bound x coord access shifting to next line Added lua include files to expose new functionality Finished image saving routine Static allocation of set_viewport struct faster + saves ram over dynamic Cleaned up code Fixed pixel get/set for 1/2 bit devices Fixed handling for 24-bit devices (32?) ------------------------------------------------------------------------- Example lua script to follow on forums ------------------------------------------------------------------------- Change-Id: I8a9ff0ff72aacf4b1662767ccb2b312fc355239c
2018-07-23 00:50:22 +00:00
$(LUA_BUILDDIR)/lua.refmap: $(LUA_OBJ) $(TLSFLIB)
$(LUA_OUTLDS): $(PLUGIN_LDS) $(LUA_BUILDDIR)/lua.refmap
$(call PRINTS,PP $(@F))$(call preprocess2file,$<,$@,-DOVERLAY_OFFSET=$(shell \
$(TOOLSDIR)/ovl_offset.pl $(LUA_BUILDDIR)/lua.refmap))
$(LUA_BUILDDIR)/lua.ovl: $(LUA_OBJ) $(TLSFLIB) $(LUA_OUTLDS)
$(SILENT)$(CC) $(PLUGINFLAGS) -o $(basename $@).elf \
$(filter %.o, $^) \
$(filter %.a, $+) \
-lgcc $(LUA_OVLFLAGS)
$(call PRINTS,LD $(@F))$(call objcopy,$(basename $@).elf,$@)
Rocklua -- Extend / Fix rliImage Some devices(1-bit / 2-bit displays) have packed bit formats that need to be unpacked in order to work on them at a pixel level. This caused a few issues on 1 & 2-bit devices: Greatly Oversized data arrays for bitmaps Improper handling of native image data Framebuffer data was near unusable without jumping through hoops Conversion between native addressing and per pixel addressing incurs extra overhead but it is much faster to do it on the 'C' side rather than in lua. Not to mention the advantage of a unified interface for the end programer ------------------------------------------------------------------- Adds a sane way to access each pixel of image data Adds: -------------------------------------------------------------------- img:clear([color],[x1],[y1],[x2],[y2]) (set whole image or a portion to a particular value) -------------------------------------------------------------------- img:invert([x1],[y1],[x2],[y2]) (inverts whole image or a portion) -------------------------------------------------------------------- img:marshal([x1],[y1],[x2],[y2],[funct]) (calls funct for each point defined by rect of x1,y1 x2,y2 returns value and allows setting value of each point return nil to terminate early) -------------------------------------------------------------------- img:points([x1],[y1],[x2],[y2],[dx],[dy]) (returns iterator function that steps delta-x and delta-y pixels each call returns value of pixel each call but doesn't allow setting to a new value compare to lua pairs method) -------------------------------------------------------------------- img:copy(src,[x1],[y1],[x2],[y2],[w],[h],[clip][operation][clr/funct]) (copies all or part of an image -- straight copy or special ops optionally calls funct for each point defined by rect of x1, y1, w, h and x2, y2, w, h for dest and src images returns value of dst and src and allows setting value of each point return nil to terminate early) -------------------------------------------------------------------- img:line(x1, y1, x2, y2, color) -------------------------------------------------------------------- img:ellipse(x1, y1, x2, y2, color, [fillcolor] -------------------------------------------------------------------- Fixed handling of 2-bit vertical integrated screens Added direct element access for saving / restoring native image etc. Added more data to tostring() handler and a way to access individual items Added equals method to see if two variables reference the same image address (doesn't check if two separate images contain the same 'picture') Optimized get and set routines Fixed out of bound x coord access shifting to next line Added lua include files to expose new functionality Finished image saving routine Static allocation of set_viewport struct faster + saves ram over dynamic Cleaned up code Fixed pixel get/set for 1/2 bit devices Fixed handling for 24-bit devices (32?) ------------------------------------------------------------------------- Example lua script to follow on forums ------------------------------------------------------------------------- Change-Id: I8a9ff0ff72aacf4b1662767ccb2b312fc355239c
2018-07-23 00:50:22 +00:00
$(LUA_BUILDDIR):
$(call PRINTS,MKDIR $@)mkdir -p $(LUA_BUILDDIR)/