rockbox/uisimulator/sdl/lcd-bitmap.c

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/***************************************************************************
* __________ __ ___.
* Open \______ \ ____ ____ | | _\_ |__ _______ ___
* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
* \/ \/ \/ \/ \/
* $Id$
*
* Copyright (C) 2006 Dan Everton
*
* All files in this archive are subject to the GNU General Public License.
* See the file COPYING in the source tree root for full license agreement.
*
* This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
* KIND, either express or implied.
*
****************************************************************************/
#include "debug.h"
#include "uisdl.h"
#include "lcd-sdl.h"
SDL_Surface* lcd_surface;
int lcd_backlight_val;
#if LCD_DEPTH <= 8
#if CONFIG_BACKLIGHT
SDL_Color lcd_backlight_color_zero = {UI_LCD_BGCOLORLIGHT, 0};
#endif
SDL_Color lcd_color_zero = {UI_LCD_BGCOLOR, 0};
SDL_Color lcd_color_max = {0, 0, 0, 0};
#endif
#if LCD_DEPTH < 8
int lcd_ex_shades = 0;
unsigned long (*lcd_ex_getpixel)(int, int) = NULL;
#endif
static unsigned long get_lcd_pixel(int x, int y)
{
#if LCD_DEPTH == 1
return ((lcd_framebuffer[y/8][x] >> (y & 7)) & 1);
#elif LCD_DEPTH == 2
#if LCD_PIXELFORMAT == HORIZONTAL_PACKING
return ((lcd_framebuffer[y][x/4] >> (2 * (~x & 3))) & 3);
#else
return ((lcd_framebuffer[y/4][x] >> (2 * (y & 3))) & 3);
#endif
#elif LCD_DEPTH == 16
#if LCD_PIXELFORMAT == RGB565SWAPPED
unsigned bits = lcd_framebuffer[y][x];
return (bits >> 8) | (bits << 8);
#else
return lcd_framebuffer[y][x];
#endif
#endif
}
void lcd_update(void)
{
/* update a full screen rect */
lcd_update_rect(0, 0, LCD_WIDTH, LCD_HEIGHT);
}
void lcd_update_rect(int x_start, int y_start, int width, int height)
{
sdl_update_rect(lcd_surface, x_start, y_start, width, height, LCD_WIDTH,
LCD_HEIGHT, get_lcd_pixel);
sdl_gui_update(lcd_surface, x_start, y_start, width, height, LCD_WIDTH,
LCD_HEIGHT, background ? UI_LCD_POSX : 0, background? UI_LCD_POSY : 0);
}
#if CONFIG_BACKLIGHT
void sim_backlight(int value)
{
lcd_backlight_val = value;
#if LCD_DEPTH <= 8
if (value > 0) {
sdl_set_gradient(lcd_surface, &lcd_backlight_color_zero,
&lcd_color_max, 0, (1<<LCD_DEPTH));
} else {
sdl_set_gradient(lcd_surface, &lcd_color_zero, &lcd_color_max,
0, (1<<LCD_DEPTH));
}
#if LCD_DEPTH < 8
if (lcd_ex_shades) {
if (value > 0) {
sdl_set_gradient(lcd_surface, &lcd_color_max,
&lcd_backlight_color_zero, (1<<LCD_DEPTH),
lcd_ex_shades);
} else {
sdl_set_gradient(lcd_surface, &lcd_color_max, &lcd_color_zero,
(1<<LCD_DEPTH), lcd_ex_shades);
}
}
#endif
sdl_gui_update(lcd_surface, 0, 0, LCD_WIDTH, LCD_HEIGHT, LCD_WIDTH,
LCD_HEIGHT, background ? UI_LCD_POSX : 0, background? UI_LCD_POSY : 0);
#endif
}
#endif
/* initialise simulator lcd driver */
void sim_lcd_init(void)
{
#if LCD_DEPTH == 16
lcd_surface = SDL_CreateRGBSurface(SDL_SWSURFACE, LCD_WIDTH * display_zoom,
LCD_HEIGHT * display_zoom, LCD_DEPTH, 0, 0, 0, 0);
#else
lcd_surface = SDL_CreateRGBSurface(SDL_SWSURFACE, LCD_WIDTH * display_zoom,
LCD_HEIGHT * display_zoom, 8, 0, 0, 0, 0);
#endif
#if LCD_DEPTH <= 8
#if CONFIG_BACKLIGHT
sdl_set_gradient(lcd_surface, &lcd_backlight_color_zero, &lcd_color_max,
0, (1<<LCD_DEPTH));
#else
sdl_set_gradient(lcd_surface, &lcd_color_zero, &lcd_color_max, 0,
(1<<LCD_DEPTH));
#endif
#endif
}
#if LCD_DEPTH < 8
void sim_lcd_ex_init(int shades, unsigned long (*getpixel)(int, int))
{
lcd_ex_shades = shades;
lcd_ex_getpixel = getpixel;
if (shades) {
#if CONFIG_BACKLIGHT
if (lcd_backlight_val > 0) {
sdl_set_gradient(lcd_surface, &lcd_color_max,
&lcd_backlight_color_zero, (1<<LCD_DEPTH),
shades);
}
else
#endif
{
sdl_set_gradient(lcd_surface, &lcd_color_max, &lcd_color_zero,
(1<<LCD_DEPTH), shades);
}
}
}
void sim_lcd_ex_update_rect(int x_start, int y_start, int width, int height)
{
if (lcd_ex_getpixel) {
sdl_update_rect(lcd_surface, x_start, y_start, width, height,
LCD_WIDTH, LCD_HEIGHT, lcd_ex_getpixel);
sdl_gui_update(lcd_surface, x_start, y_start, width, height, LCD_WIDTH,
LCD_HEIGHT, background ? UI_LCD_POSX : 0,
background? UI_LCD_POSY : 0);
}
}
#endif