rockbox/apps/gui/viewport.c

389 lines
11 KiB
C
Raw Normal View History

/***************************************************************************
* __________ __ ___.
* Open \______ \ ____ ____ | | _\_ |__ _______ ___
* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
* \/ \/ \/ \/ \/
* $Id$
*
* Copyright (C) 2008 by Jonathan Gordon
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
* KIND, either express or implied.
*
****************************************************************************/
#include <stdlib.h>
#include "config.h"
#include "lcd.h"
#ifdef HAVE_REMOTE_LCD
#include "lcd-remote.h"
#endif
#include "font.h"
#include "viewport.h"
#include "screen_access.h"
#include "settings.h"
#include "misc.h"
Lists can now be completly draw using the skin engine! due to lack of user feedback the actual tags may change, hopefully not though. The way it works is the skin specifies a rectangle and a viewport label. For each item in the list that is being displayed all viewports with the specified label are drawn. However, instead of the viewport x/y position being offset from the top left corner like normal they are offset from the rectangle position in the list (so think of them as child-viewports of the rectangle which moves). Normally the rectangle will move down the screen to show a normal list, this can be changed to move across the screen in a grid pattern. The UI viewport is used to bound the items (i.e %Vi() ) Scrolling is completly disabled in all items except the currently selected item. This works well in combination with the %cs tag to show differently styled lists based on the current screen :) New tags: %LT - Get the current items text %LI - Get the current items icon number %Lc - Use as a conditional to determine if the current item is the selected item %LB - BAR TAG to show the scroll bar, params/options like other bar types. It still needs a bit of work though. Use as a conditional to find out if the bar is actually needed %Lb(viewport, width, height [,tile]) - specify the viewport label to draw for each item and the size of each item. if the last param is 'tile' it will form a grid instead of a list example.sbs: %?cs<%Lb(a,100,20)|> %V(0,0,10,-,1)%Vf(aabbcc) %?LB<%LB(0,0,10,185, invert)> %Vi(-,10,0,-,-35,1) %Vl(a,5,5,160,12,1) %s%?Lc<%Vg(00ffaa, ff0000, 000000)%Vs(gradient)%>%>%>%ac>zzzzzzz %LT zzzzz%s%?Lc<%ar%<%<%<> %V(0,185,-,-,1) %s%LT git-svn-id: svn://svn.rockbox.org/rockbox/trunk@30461 a1c6a512-1295-4272-9138-f99709370657
2011-09-06 13:49:41 +00:00
#include "list.h"
LCD core move buf ptr and address look up function viewport struct I'm currently running up against the limitations of the lcd_draw functions I want these functions to be able to be used on any size buffer not just buffers with a stride matching the underlying device [DONE] allow the framebuffer to be decoupled from the device framebuffer [DONE need examples] allow for some simple blit like transformations [DONE] remove the device framebuffer from the plugin api [DONE}ditto remote framebuffer [DONE] remove _viewport_get_framebuffer you can call struct *vp = lcd_set_viewport(NULL) and vp->buffer->fb_ptr while remote lcds may compile (and work in the sim) its not been tested on targets [FIXED] backdrops need work to be screen agnostic [FIXED] screen statusbar is not being combined into the main viewport correctly yet [FIXED] screen elements are displayed incorrectly after switch to void* [FIXED] core didn't restore proper viewport on splash etc. [NEEDS TESTING] remote lcd garbled data [FIXED] osd lib garbled screen on bmp_part [FIXED] grey_set_vp needs to return old viewport like lcd_set_viewport [FIXED] Viewport update now handles viewports with differing buffers/strides by copying to the main buffer [FIXED] splash on top of WPS leaves old framebuffer data (doesn't redraw) [UPDATE] refined this a bit more to have clear_viewport set the clean bit and have skin_render do its own screen clear scrolling viewports no longer trigger wps refresh also fixed a bug where guisyncyesno was displaying and then disappearing [ADDED!] New LCD macros that allow you to create properly size frame buffers in you desired size without wasting bytes (LCD_ and LCD_REMOTE_) LCD_STRIDE(w, h) same as STRIDE_MAIN LCD_FBSTRIDE(w, h) returns target specific stride for a buffer W x H LCD_NBELEMS(w, h) returns the number of fb_data sized elemenst needed for a buffer W x H LCD_NATIVE_STRIDE(s) conversion between rockbox native vertical and lcd native stride (2bitH) test_viewports.c has an example of usage [FIXED!!] 2bit targets don't respect non-native strides [FIXED] Few define snags Change-Id: I0d04c3834e464eca84a5a715743a297a0cefd0af
2020-10-07 06:01:35 +00:00
/*some short cuts for fg/bg/line selector handling */
#ifdef HAVE_LCD_COLOR
#define FG_FALLBACK global_settings.fg_color
#define BG_FALLBACK global_settings.bg_color
#else
#define FG_FALLBACK LCD_DEFAULT_FG
#define BG_FALLBACK LCD_DEFAULT_BG
#endif
#ifdef HAVE_REMOTE_LCD
#define REMOTE_FG_FALLBACK LCD_REMOTE_DEFAULT_FG
#define REMOTE_BG_FALLBACK LCD_REMOTE_DEFAULT_BG
#endif
/* all below isn't needed for pc tools (i.e. checkwps/wps editor)
* only viewport_parse_viewport() is */
#ifndef __PCTOOL__
#include "string.h"
#include "kernel.h"
#include "system.h"
#include "statusbar.h"
#include "appevents.h"
#include "panic.h"
#include "language.h"
Initial custom statusbar commit. The custom statusbar can be used as a WPS for the main UI, using .(r)sbs files. It's using the skin engine and knows all tags the WPS also knows. The default folder for .sbs is the wps folder to reuse images used in the WPS. As it can be shown in the WPS also, it's useful to move shared parts to the custom statusbar in order to save skin buffer space. There are a few restrictions/TODOs: *) Peak meter doesn't redraw nicely(not frequent enough), as very frequent updates would slow the UI down as hell (some targets fight with it in the WPS already: FS#10686) *) No touchregion support as the statusbar doesn't have any action handling (it won't fail to parse though). *) Drawing stuff into the default VP is forbidden (loading images in it is not). You *need* to use viewports for the displaying stuff (parsing fails if no viewport is used). *) Themes that don't use a custom ui viewport can be fixed up using the new %Vi tag to avoid nasty redraw effectts (you must not draw into it as well, it's used to fix up the ui viewport). %Vi describes the viewport that the lists can use without getting in the way of the statusbar. Otherwise, it behaves like the classic statusbar, it can be configured in the theme settings, and can be turned off in the wps using %wd. Note to translaters: When translating LANG_STATUSBAR_CUSTOM, please consider using the same translation as for LANG_CHANNEL_CUSTOM if it's compatible. They could be combined later then. Flyspray: FS#10566 Author: myself git-svn-id: svn://svn.rockbox.org/rockbox/trunk@23258 a1c6a512-1295-4272-9138-f99709370657
2009-10-19 15:28:15 +00:00
#include "statusbar-skinned.h"
#include "skin_engine/skin_engine.h"
Initial custom statusbar commit. The custom statusbar can be used as a WPS for the main UI, using .(r)sbs files. It's using the skin engine and knows all tags the WPS also knows. The default folder for .sbs is the wps folder to reuse images used in the WPS. As it can be shown in the WPS also, it's useful to move shared parts to the custom statusbar in order to save skin buffer space. There are a few restrictions/TODOs: *) Peak meter doesn't redraw nicely(not frequent enough), as very frequent updates would slow the UI down as hell (some targets fight with it in the WPS already: FS#10686) *) No touchregion support as the statusbar doesn't have any action handling (it won't fail to parse though). *) Drawing stuff into the default VP is forbidden (loading images in it is not). You *need* to use viewports for the displaying stuff (parsing fails if no viewport is used). *) Themes that don't use a custom ui viewport can be fixed up using the new %Vi tag to avoid nasty redraw effectts (you must not draw into it as well, it's used to fix up the ui viewport). %Vi describes the viewport that the lists can use without getting in the way of the statusbar. Otherwise, it behaves like the classic statusbar, it can be configured in the theme settings, and can be turned off in the wps using %wd. Note to translaters: When translating LANG_STATUSBAR_CUSTOM, please consider using the same translation as for LANG_CHANNEL_CUSTOM if it's compatible. They could be combined later then. Flyspray: FS#10566 Author: myself git-svn-id: svn://svn.rockbox.org/rockbox/trunk@23258 a1c6a512-1295-4272-9138-f99709370657
2009-10-19 15:28:15 +00:00
#include "debug.h"
#define VPSTACK_DEPTH 16
struct viewport_stack_item
{
struct viewport* vp;
bool enabled;
};
static void viewportmanager_redraw(unsigned short id, void* data);
static int theme_stack_top[NB_SCREENS]; /* the last item added */
static struct viewport_stack_item theme_stack[NB_SCREENS][VPSTACK_DEPTH];
static bool is_theme_enabled(enum screen_type screen);
static void toggle_events(bool enable)
{
if (enable)
{
add_event(GUI_EVENT_ACTIONUPDATE, viewportmanager_redraw);
#if defined(HAVE_LCD_ENABLE) || defined(HAVE_LCD_SLEEP)
add_event(LCD_EVENT_ACTIVATION, do_sbs_update_callback);
#endif
add_event(PLAYBACK_EVENT_TRACK_CHANGE, do_sbs_update_callback);
add_event(PLAYBACK_EVENT_NEXTTRACKID3_AVAILABLE, do_sbs_update_callback);
}
else
{
#if defined(HAVE_LCD_ENABLE) || defined(HAVE_LCD_SLEEP)
remove_event(LCD_EVENT_ACTIVATION, do_sbs_update_callback);
#endif
remove_event(PLAYBACK_EVENT_TRACK_CHANGE, do_sbs_update_callback);
remove_event(PLAYBACK_EVENT_NEXTTRACKID3_AVAILABLE, do_sbs_update_callback);
remove_event(GUI_EVENT_ACTIONUPDATE, viewportmanager_redraw);
}
}
static void toggle_theme(enum screen_type screen, bool force)
{
bool enable_event = false;
static bool was_enabled[NB_SCREENS] = {false};
static bool after_boot[NB_SCREENS] = {false};
LCD core move buf ptr and address look up function viewport struct I'm currently running up against the limitations of the lcd_draw functions I want these functions to be able to be used on any size buffer not just buffers with a stride matching the underlying device [DONE] allow the framebuffer to be decoupled from the device framebuffer [DONE need examples] allow for some simple blit like transformations [DONE] remove the device framebuffer from the plugin api [DONE}ditto remote framebuffer [DONE] remove _viewport_get_framebuffer you can call struct *vp = lcd_set_viewport(NULL) and vp->buffer->fb_ptr while remote lcds may compile (and work in the sim) its not been tested on targets [FIXED] backdrops need work to be screen agnostic [FIXED] screen statusbar is not being combined into the main viewport correctly yet [FIXED] screen elements are displayed incorrectly after switch to void* [FIXED] core didn't restore proper viewport on splash etc. [NEEDS TESTING] remote lcd garbled data [FIXED] osd lib garbled screen on bmp_part [FIXED] grey_set_vp needs to return old viewport like lcd_set_viewport [FIXED] Viewport update now handles viewports with differing buffers/strides by copying to the main buffer [FIXED] splash on top of WPS leaves old framebuffer data (doesn't redraw) [UPDATE] refined this a bit more to have clear_viewport set the clean bit and have skin_render do its own screen clear scrolling viewports no longer trigger wps refresh also fixed a bug where guisyncyesno was displaying and then disappearing [ADDED!] New LCD macros that allow you to create properly size frame buffers in you desired size without wasting bytes (LCD_ and LCD_REMOTE_) LCD_STRIDE(w, h) same as STRIDE_MAIN LCD_FBSTRIDE(w, h) returns target specific stride for a buffer W x H LCD_NBELEMS(w, h) returns the number of fb_data sized elemenst needed for a buffer W x H LCD_NATIVE_STRIDE(s) conversion between rockbox native vertical and lcd native stride (2bitH) test_viewports.c has an example of usage [FIXED!!] 2bit targets don't respect non-native strides [FIXED] Few define snags Change-Id: I0d04c3834e464eca84a5a715743a297a0cefd0af
2020-10-07 06:01:35 +00:00
struct viewport *last_vp;
FOR_NB_SCREENS(i)
{
enable_event = enable_event || is_theme_enabled(i);
sb_set_title_text(NULL, Icon_NOICON, i);
}
toggle_events(enable_event);
if (is_theme_enabled(screen))
{
LCD core move buf ptr and address look up function viewport struct I'm currently running up against the limitations of the lcd_draw functions I want these functions to be able to be used on any size buffer not just buffers with a stride matching the underlying device [DONE] allow the framebuffer to be decoupled from the device framebuffer [DONE need examples] allow for some simple blit like transformations [DONE] remove the device framebuffer from the plugin api [DONE}ditto remote framebuffer [DONE] remove _viewport_get_framebuffer you can call struct *vp = lcd_set_viewport(NULL) and vp->buffer->fb_ptr while remote lcds may compile (and work in the sim) its not been tested on targets [FIXED] backdrops need work to be screen agnostic [FIXED] screen statusbar is not being combined into the main viewport correctly yet [FIXED] screen elements are displayed incorrectly after switch to void* [FIXED] core didn't restore proper viewport on splash etc. [NEEDS TESTING] remote lcd garbled data [FIXED] osd lib garbled screen on bmp_part [FIXED] grey_set_vp needs to return old viewport like lcd_set_viewport [FIXED] Viewport update now handles viewports with differing buffers/strides by copying to the main buffer [FIXED] splash on top of WPS leaves old framebuffer data (doesn't redraw) [UPDATE] refined this a bit more to have clear_viewport set the clean bit and have skin_render do its own screen clear scrolling viewports no longer trigger wps refresh also fixed a bug where guisyncyesno was displaying and then disappearing [ADDED!] New LCD macros that allow you to create properly size frame buffers in you desired size without wasting bytes (LCD_ and LCD_REMOTE_) LCD_STRIDE(w, h) same as STRIDE_MAIN LCD_FBSTRIDE(w, h) returns target specific stride for a buffer W x H LCD_NBELEMS(w, h) returns the number of fb_data sized elemenst needed for a buffer W x H LCD_NATIVE_STRIDE(s) conversion between rockbox native vertical and lcd native stride (2bitH) test_viewports.c has an example of usage [FIXED!!] 2bit targets don't respect non-native strides [FIXED] Few define snags Change-Id: I0d04c3834e464eca84a5a715743a297a0cefd0af
2020-10-07 06:01:35 +00:00
last_vp = screens[screen].set_viewport(NULL);
bool first_boot = theme_stack_top[screen] == 0;
/* remove the left overs from the previous screen.
* could cause a tiny flicker. Redo your screen code if that happens */
#ifdef HAVE_BACKDROP_IMAGE
skin_backdrop_show(sb_get_backdrop(screen));
#endif
if (LIKELY(after_boot[screen]) && (!was_enabled[screen] || force))
{
struct viewport deadspace, user;
viewport_set_defaults(&user, screen);
deadspace = user; /* get colours and everything */
/* above */
deadspace.x = 0;
deadspace.y = 0;
deadspace.width = screens[screen].lcdwidth;
deadspace.height = user.y;
if (deadspace.width && deadspace.height)
{
screens[screen].set_viewport(&deadspace);
screens[screen].clear_viewport();
screens[screen].update_viewport();
}
/* below */
deadspace.y = user.y + user.height;
deadspace.height = screens[screen].lcdheight - deadspace.y;
if (deadspace.width && deadspace.height)
{
screens[screen].set_viewport(&deadspace);
screens[screen].clear_viewport();
screens[screen].update_viewport();
}
/* left */
deadspace.x = 0;
deadspace.y = 0;
deadspace.width = user.x;
deadspace.height = screens[screen].lcdheight;
if (deadspace.width && deadspace.height)
{
screens[screen].set_viewport(&deadspace);
screens[screen].clear_viewport();
screens[screen].update_viewport();
}
/* below */
deadspace.x = user.x + user.width;
deadspace.width = screens[screen].lcdwidth - deadspace.x;
if (deadspace.width && deadspace.height)
{
screens[screen].set_viewport(&deadspace);
screens[screen].clear_viewport();
screens[screen].update_viewport();
}
LCD core move buf ptr and address look up function viewport struct I'm currently running up against the limitations of the lcd_draw functions I want these functions to be able to be used on any size buffer not just buffers with a stride matching the underlying device [DONE] allow the framebuffer to be decoupled from the device framebuffer [DONE need examples] allow for some simple blit like transformations [DONE] remove the device framebuffer from the plugin api [DONE}ditto remote framebuffer [DONE] remove _viewport_get_framebuffer you can call struct *vp = lcd_set_viewport(NULL) and vp->buffer->fb_ptr while remote lcds may compile (and work in the sim) its not been tested on targets [FIXED] backdrops need work to be screen agnostic [FIXED] screen statusbar is not being combined into the main viewport correctly yet [FIXED] screen elements are displayed incorrectly after switch to void* [FIXED] core didn't restore proper viewport on splash etc. [NEEDS TESTING] remote lcd garbled data [FIXED] osd lib garbled screen on bmp_part [FIXED] grey_set_vp needs to return old viewport like lcd_set_viewport [FIXED] Viewport update now handles viewports with differing buffers/strides by copying to the main buffer [FIXED] splash on top of WPS leaves old framebuffer data (doesn't redraw) [UPDATE] refined this a bit more to have clear_viewport set the clean bit and have skin_render do its own screen clear scrolling viewports no longer trigger wps refresh also fixed a bug where guisyncyesno was displaying and then disappearing [ADDED!] New LCD macros that allow you to create properly size frame buffers in you desired size without wasting bytes (LCD_ and LCD_REMOTE_) LCD_STRIDE(w, h) same as STRIDE_MAIN LCD_FBSTRIDE(w, h) returns target specific stride for a buffer W x H LCD_NBELEMS(w, h) returns the number of fb_data sized elemenst needed for a buffer W x H LCD_NATIVE_STRIDE(s) conversion between rockbox native vertical and lcd native stride (2bitH) test_viewports.c has an example of usage [FIXED!!] 2bit targets don't respect non-native strides [FIXED] Few define snags Change-Id: I0d04c3834e464eca84a5a715743a297a0cefd0af
2020-10-07 06:01:35 +00:00
screens[screen].set_viewport(last_vp);
}
intptr_t force = first_boot?0:1;
send_event(GUI_EVENT_ACTIONUPDATE, (void*)force);
}
else
{
#if LCD_DEPTH > 1 || (defined(LCD_REMOTE_DEPTH) && LCD_REMOTE_DEPTH > 1)
screens[screen].backdrop_show(NULL);
#endif
screens[screen].scroll_stop();
Lists can now be completly draw using the skin engine! due to lack of user feedback the actual tags may change, hopefully not though. The way it works is the skin specifies a rectangle and a viewport label. For each item in the list that is being displayed all viewports with the specified label are drawn. However, instead of the viewport x/y position being offset from the top left corner like normal they are offset from the rectangle position in the list (so think of them as child-viewports of the rectangle which moves). Normally the rectangle will move down the screen to show a normal list, this can be changed to move across the screen in a grid pattern. The UI viewport is used to bound the items (i.e %Vi() ) Scrolling is completly disabled in all items except the currently selected item. This works well in combination with the %cs tag to show differently styled lists based on the current screen :) New tags: %LT - Get the current items text %LI - Get the current items icon number %Lc - Use as a conditional to determine if the current item is the selected item %LB - BAR TAG to show the scroll bar, params/options like other bar types. It still needs a bit of work though. Use as a conditional to find out if the bar is actually needed %Lb(viewport, width, height [,tile]) - specify the viewport label to draw for each item and the size of each item. if the last param is 'tile' it will form a grid instead of a list example.sbs: %?cs<%Lb(a,100,20)|> %V(0,0,10,-,1)%Vf(aabbcc) %?LB<%LB(0,0,10,185, invert)> %Vi(-,10,0,-,-35,1) %Vl(a,5,5,160,12,1) %s%?Lc<%Vg(00ffaa, ff0000, 000000)%Vs(gradient)%>%>%>%ac>zzzzzzz %LT zzzzz%s%?Lc<%ar%<%<%<> %V(0,185,-,-,1) %s%LT git-svn-id: svn://svn.rockbox.org/rockbox/trunk@30461 a1c6a512-1295-4272-9138-f99709370657
2011-09-06 13:49:41 +00:00
skinlist_set_cfg(screen, NULL);
}
/* let list initialize viewport in case viewport dimensions is changed. */
send_event(GUI_EVENT_THEME_CHANGED, NULL);
FOR_NB_SCREENS(i)
was_enabled[i] = is_theme_enabled(i);
#ifdef HAVE_TOUCHSCREEN
sb_bypass_touchregions(!is_theme_enabled(SCREEN_MAIN));
#endif
after_boot[screen] = true;
}
void viewportmanager_theme_enable(enum screen_type screen, bool enable,
struct viewport *viewport)
{
int top = ++theme_stack_top[screen];
if (top >= VPSTACK_DEPTH-1)
panicf("Stack overflow... viewportmanager");
theme_stack[screen][top].enabled = enable;
theme_stack[screen][top].vp = viewport;
toggle_theme(screen, false);
/* then be nice and set the viewport up */
if (viewport)
viewport_set_defaults(viewport, screen);
}
void viewportmanager_theme_undo(enum screen_type screen, bool force_redraw)
{
int top = --theme_stack_top[screen];
if (top < 0)
panicf("Stack underflow... viewportmanager");
toggle_theme(screen, force_redraw);
}
static bool is_theme_enabled(enum screen_type screen)
{
int top = theme_stack_top[screen];
return theme_stack[screen][top].enabled;
}
int viewport_get_nb_lines(const struct viewport *vp)
{
return vp->height/font_get(vp->font)->height;
}
static void viewportmanager_redraw(unsigned short id, void* data)
{
(void)id;
FOR_NB_SCREENS(i)
{
if (is_theme_enabled(i))
sb_skin_update(i, NULL != data);
}
}
void viewportmanager_init()
{
FOR_NB_SCREENS(i)
{
theme_stack_top[i] = -1; /* the next call fixes this to 0 */
/* We always want the theme enabled by default... */
viewportmanager_theme_enable(i, true, NULL);
}
}
void viewportmanager_theme_changed(const int which)
{
if (which & THEME_LANGUAGE)
{
}
if (which & (THEME_STATUSBAR|THEME_UI_VIEWPORT))
{
FOR_NB_SCREENS(i)
{
/* This can probably be done better...
* disable the theme so it's forced to do a full redraw */
viewportmanager_theme_enable(i, false, NULL);
viewportmanager_theme_undo(i, true);
}
}
send_event(GUI_EVENT_THEME_CHANGED, NULL);
}
#ifdef HAVE_TOUCHSCREEN
/* check if a point (x and y coordinates) are within a viewport */
bool viewport_point_within_vp(const struct viewport *vp,
const int x, const int y)
{
bool is_x = (x >= vp->x && x < (vp->x + vp->width));
bool is_y = (y >= vp->y && y < (vp->y + vp->height));
return (is_x && is_y);
}
#endif /* HAVE_TOUCHSCREEN */
static void set_default_align_flags(struct viewport *vp)
{
vp->flags &= ~VP_FLAG_ALIGNMENT_MASK;
if (UNLIKELY(lang_is_rtl()))
vp->flags |= VP_FLAG_ALIGN_RIGHT;
}
#endif /* __PCTOOL__ */
void viewport_set_fullscreen(struct viewport *vp,
const enum screen_type screen)
{
LCD core move buf ptr and address look up function viewport struct I'm currently running up against the limitations of the lcd_draw functions I want these functions to be able to be used on any size buffer not just buffers with a stride matching the underlying device [DONE] allow the framebuffer to be decoupled from the device framebuffer [DONE need examples] allow for some simple blit like transformations [DONE] remove the device framebuffer from the plugin api [DONE}ditto remote framebuffer [DONE] remove _viewport_get_framebuffer you can call struct *vp = lcd_set_viewport(NULL) and vp->buffer->fb_ptr while remote lcds may compile (and work in the sim) its not been tested on targets [FIXED] backdrops need work to be screen agnostic [FIXED] screen statusbar is not being combined into the main viewport correctly yet [FIXED] screen elements are displayed incorrectly after switch to void* [FIXED] core didn't restore proper viewport on splash etc. [NEEDS TESTING] remote lcd garbled data [FIXED] osd lib garbled screen on bmp_part [FIXED] grey_set_vp needs to return old viewport like lcd_set_viewport [FIXED] Viewport update now handles viewports with differing buffers/strides by copying to the main buffer [FIXED] splash on top of WPS leaves old framebuffer data (doesn't redraw) [UPDATE] refined this a bit more to have clear_viewport set the clean bit and have skin_render do its own screen clear scrolling viewports no longer trigger wps refresh also fixed a bug where guisyncyesno was displaying and then disappearing [ADDED!] New LCD macros that allow you to create properly size frame buffers in you desired size without wasting bytes (LCD_ and LCD_REMOTE_) LCD_STRIDE(w, h) same as STRIDE_MAIN LCD_FBSTRIDE(w, h) returns target specific stride for a buffer W x H LCD_NBELEMS(w, h) returns the number of fb_data sized elemenst needed for a buffer W x H LCD_NATIVE_STRIDE(s) conversion between rockbox native vertical and lcd native stride (2bitH) test_viewports.c has an example of usage [FIXED!!] 2bit targets don't respect non-native strides [FIXED] Few define snags Change-Id: I0d04c3834e464eca84a5a715743a297a0cefd0af
2020-10-07 06:01:35 +00:00
screens[screen].init_viewport(vp);
vp->x = 0;
vp->y = 0;
vp->width = screens[screen].lcdwidth;
vp->height = screens[screen].lcdheight;
#ifndef __PCTOOL__
set_default_align_flags(vp);
#endif
vp->font = screens[screen].getuifont();
vp->drawmode = DRMODE_SOLID;
#if LCD_DEPTH > 1
#ifdef HAVE_REMOTE_LCD
/* We only need this test if there is a remote LCD */
if (screen == SCREEN_MAIN)
#endif
{
vp->fg_pattern = FG_FALLBACK;
vp->bg_pattern = BG_FALLBACK;
}
#endif
#if defined(HAVE_REMOTE_LCD) && LCD_REMOTE_DEPTH > 1
if (screen == SCREEN_REMOTE)
{
vp->fg_pattern = LCD_REMOTE_DEFAULT_FG;
vp->bg_pattern = LCD_REMOTE_DEFAULT_BG;
}
#endif
}
LCD core move buf ptr and address look up function viewport struct I'm currently running up against the limitations of the lcd_draw functions I want these functions to be able to be used on any size buffer not just buffers with a stride matching the underlying device [DONE] allow the framebuffer to be decoupled from the device framebuffer [DONE need examples] allow for some simple blit like transformations [DONE] remove the device framebuffer from the plugin api [DONE}ditto remote framebuffer [DONE] remove _viewport_get_framebuffer you can call struct *vp = lcd_set_viewport(NULL) and vp->buffer->fb_ptr while remote lcds may compile (and work in the sim) its not been tested on targets [FIXED] backdrops need work to be screen agnostic [FIXED] screen statusbar is not being combined into the main viewport correctly yet [FIXED] screen elements are displayed incorrectly after switch to void* [FIXED] core didn't restore proper viewport on splash etc. [NEEDS TESTING] remote lcd garbled data [FIXED] osd lib garbled screen on bmp_part [FIXED] grey_set_vp needs to return old viewport like lcd_set_viewport [FIXED] Viewport update now handles viewports with differing buffers/strides by copying to the main buffer [FIXED] splash on top of WPS leaves old framebuffer data (doesn't redraw) [UPDATE] refined this a bit more to have clear_viewport set the clean bit and have skin_render do its own screen clear scrolling viewports no longer trigger wps refresh also fixed a bug where guisyncyesno was displaying and then disappearing [ADDED!] New LCD macros that allow you to create properly size frame buffers in you desired size without wasting bytes (LCD_ and LCD_REMOTE_) LCD_STRIDE(w, h) same as STRIDE_MAIN LCD_FBSTRIDE(w, h) returns target specific stride for a buffer W x H LCD_NBELEMS(w, h) returns the number of fb_data sized elemenst needed for a buffer W x H LCD_NATIVE_STRIDE(s) conversion between rockbox native vertical and lcd native stride (2bitH) test_viewports.c has an example of usage [FIXED!!] 2bit targets don't respect non-native strides [FIXED] Few define snags Change-Id: I0d04c3834e464eca84a5a715743a297a0cefd0af
2020-10-07 06:01:35 +00:00
void viewport_set_buffer(struct viewport *vp, struct frame_buffer_t *buffer,
const enum screen_type screen)
{
if (!vp) /* NULL vp grabs current framebuffer */
vp = *(screens[screen].current_viewport);
/* NULL sets default buffer */
if (buffer && buffer->elems == 0)
vp->buffer = NULL;
else
vp->buffer = buffer;
screens[screen].init_viewport(vp);
}
void viewport_set_defaults(struct viewport *vp,
const enum screen_type screen)
{
LCD core move buf ptr and address look up function viewport struct I'm currently running up against the limitations of the lcd_draw functions I want these functions to be able to be used on any size buffer not just buffers with a stride matching the underlying device [DONE] allow the framebuffer to be decoupled from the device framebuffer [DONE need examples] allow for some simple blit like transformations [DONE] remove the device framebuffer from the plugin api [DONE}ditto remote framebuffer [DONE] remove _viewport_get_framebuffer you can call struct *vp = lcd_set_viewport(NULL) and vp->buffer->fb_ptr while remote lcds may compile (and work in the sim) its not been tested on targets [FIXED] backdrops need work to be screen agnostic [FIXED] screen statusbar is not being combined into the main viewport correctly yet [FIXED] screen elements are displayed incorrectly after switch to void* [FIXED] core didn't restore proper viewport on splash etc. [NEEDS TESTING] remote lcd garbled data [FIXED] osd lib garbled screen on bmp_part [FIXED] grey_set_vp needs to return old viewport like lcd_set_viewport [FIXED] Viewport update now handles viewports with differing buffers/strides by copying to the main buffer [FIXED] splash on top of WPS leaves old framebuffer data (doesn't redraw) [UPDATE] refined this a bit more to have clear_viewport set the clean bit and have skin_render do its own screen clear scrolling viewports no longer trigger wps refresh also fixed a bug where guisyncyesno was displaying and then disappearing [ADDED!] New LCD macros that allow you to create properly size frame buffers in you desired size without wasting bytes (LCD_ and LCD_REMOTE_) LCD_STRIDE(w, h) same as STRIDE_MAIN LCD_FBSTRIDE(w, h) returns target specific stride for a buffer W x H LCD_NBELEMS(w, h) returns the number of fb_data sized elemenst needed for a buffer W x H LCD_NATIVE_STRIDE(s) conversion between rockbox native vertical and lcd native stride (2bitH) test_viewports.c has an example of usage [FIXED!!] 2bit targets don't respect non-native strides [FIXED] Few define snags Change-Id: I0d04c3834e464eca84a5a715743a297a0cefd0af
2020-10-07 06:01:35 +00:00
vp->buffer = NULL; /* use default frame_buffer */
#if !defined(__PCTOOL__)
struct viewport *sbs_area = NULL;
if (!is_theme_enabled(screen))
{
viewport_set_fullscreen(vp, screen);
return;
}
sbs_area = sb_skin_get_info_vp(screen);
LCD core move buf ptr and address look up function viewport struct I'm currently running up against the limitations of the lcd_draw functions I want these functions to be able to be used on any size buffer not just buffers with a stride matching the underlying device [DONE] allow the framebuffer to be decoupled from the device framebuffer [DONE need examples] allow for some simple blit like transformations [DONE] remove the device framebuffer from the plugin api [DONE}ditto remote framebuffer [DONE] remove _viewport_get_framebuffer you can call struct *vp = lcd_set_viewport(NULL) and vp->buffer->fb_ptr while remote lcds may compile (and work in the sim) its not been tested on targets [FIXED] backdrops need work to be screen agnostic [FIXED] screen statusbar is not being combined into the main viewport correctly yet [FIXED] screen elements are displayed incorrectly after switch to void* [FIXED] core didn't restore proper viewport on splash etc. [NEEDS TESTING] remote lcd garbled data [FIXED] osd lib garbled screen on bmp_part [FIXED] grey_set_vp needs to return old viewport like lcd_set_viewport [FIXED] Viewport update now handles viewports with differing buffers/strides by copying to the main buffer [FIXED] splash on top of WPS leaves old framebuffer data (doesn't redraw) [UPDATE] refined this a bit more to have clear_viewport set the clean bit and have skin_render do its own screen clear scrolling viewports no longer trigger wps refresh also fixed a bug where guisyncyesno was displaying and then disappearing [ADDED!] New LCD macros that allow you to create properly size frame buffers in you desired size without wasting bytes (LCD_ and LCD_REMOTE_) LCD_STRIDE(w, h) same as STRIDE_MAIN LCD_FBSTRIDE(w, h) returns target specific stride for a buffer W x H LCD_NBELEMS(w, h) returns the number of fb_data sized elemenst needed for a buffer W x H LCD_NATIVE_STRIDE(s) conversion between rockbox native vertical and lcd native stride (2bitH) test_viewports.c has an example of usage [FIXED!!] 2bit targets don't respect non-native strides [FIXED] Few define snags Change-Id: I0d04c3834e464eca84a5a715743a297a0cefd0af
2020-10-07 06:01:35 +00:00
if (sbs_area)
*vp = *sbs_area;
else
#endif /* !__PCTOOL__ */
viewport_set_fullscreen(vp, screen);
}
int get_viewport_default_colour(enum screen_type screen, bool fgcolour)
{
(void)screen; (void)fgcolour;
#if (LCD_DEPTH > 1) || (defined(HAVE_REMOTE_LCD) && LCD_REMOTE_DEPTH > 1)
int colour;
if (fgcolour)
{
#if (defined(HAVE_REMOTE_LCD) && LCD_REMOTE_DEPTH > 1)
if (screen == SCREEN_REMOTE)
colour = REMOTE_FG_FALLBACK;
else
#endif
#if defined(HAVE_LCD_COLOR)
colour = global_settings.fg_color;
#else
colour = FG_FALLBACK;
#endif
}
else
{
#if (defined(HAVE_REMOTE_LCD) && LCD_REMOTE_DEPTH > 1)
if (screen == SCREEN_REMOTE)
colour = REMOTE_BG_FALLBACK;
else
#endif
#if defined(HAVE_LCD_COLOR)
colour = global_settings.bg_color;
#else
colour = BG_FALLBACK;
#endif
}
return colour;
#else
return 0;
#endif /* LCD_DEPTH > 1 || LCD_REMOTE_DEPTH > 1 */
}