rockbox/uisimulator/win32/lcd-win32.c

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/***************************************************************************
* __________ __ ___.
* Open \______ \ ____ ____ | | _\_ |__ _______ ___
* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
* \/ \/ \/ \/ \/
* $Id$
*
* Copyright (C) 2002 by Felix Arends
*
* 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 <windows.h>
#include <process.h>
#include "uisw32.h"
#include "lcd.h"
#include "lcd-playersim.h"
unsigned char lcd_framebuffer[LCD_WIDTH][LCD_HEIGHT/8]; /* the display */
char bitmap[LCD_HEIGHT][LCD_WIDTH]; /* the ui display */
BITMAPINFO2 bmi =
{
{sizeof (BITMAPINFOHEADER),
LCD_WIDTH, -LCD_HEIGHT, 1, 8,
BI_RGB, 0, 0, 0, 2, 2,
},
{
//{UI_LCD_BGCOLOR, 0}, /* green background color */
{UI_LCD_BGCOLORLIGHT, 0}, /* green background color */
{UI_LCD_BLACK, 0} /* black color */
}
}; /* bitmap information */
#ifdef HAVE_LCD_CHARCELLS
/* Defined in lcd-playersim.c */
extern void lcd_print_char(int x, int y);
extern bool lcd_display_redraw;
extern unsigned char hardware_buffer_lcd[11][2];
static unsigned char lcd_buffer_copy[11][2];
#endif
void lcd_set_invert_display(bool invert)
{
(void)invert;
}
/* lcd_update()
update lcd */
void lcd_update()
{
int x, y;
if (hGUIWnd == NULL)
_endthread ();
#ifdef HAVE_LCD_CHARCELLS
for (y = 0; y < 2; y++)
{
for (x = 0; x < 11; x++)
{
if (lcd_display_redraw ||
lcd_buffer_copy[x][y] != hardware_buffer_lcd[x][y])
{
lcd_buffer_copy[x][y] = hardware_buffer_lcd[x][y];
lcd_print_char(x, y);
}
}
}
lcd_display_redraw = false;
#endif
for (x = 0; x < LCD_WIDTH; x++)
for (y = 0; y < LCD_HEIGHT; y++)
bitmap[y][x] = ((lcd_framebuffer[x][y/8] >> (y & 7)) & 1);
InvalidateRect (hGUIWnd, NULL, FALSE);
/* natural sleep :) Bagder: why is this here? */
//Sleep (50);
}
void lcd_update_rect(int x_start, int y_start,
int width, int height)
{
int x, y;
int xmax, ymax;
ymax = y_start + height;
xmax = x_start + width;
if (hGUIWnd == NULL)
_endthread ();
if(xmax > LCD_WIDTH)
xmax = LCD_WIDTH;
if(ymax >= LCD_HEIGHT)
ymax = LCD_HEIGHT;
for (x = x_start; x < xmax; x++)
for (y = y_start; y < ymax; y++)
bitmap[y][x] = ((lcd_framebuffer[x][y/8] >> (y & 7)) & 1);
/* Bagder: If I only knew how, I would make this call only invalidate
the actual rectangle we want updated here, this NULL thing here will
make the full rectangle updated! */
InvalidateRect (hGUIWnd, NULL, FALSE);
}
/* lcd_backlight()
set backlight state of lcd */
void lcd_backlight (bool on)
{
if (on)
{
RGBQUAD blon = {UI_LCD_BGCOLORLIGHT, 0};
bmi.bmiColors[0] = blon;
}
else
{
RGBQUAD blon = {UI_LCD_BGCOLOR, 0};
bmi.bmiColors[0] = blon;
}
InvalidateRect (hGUIWnd, NULL, FALSE);
}
void drawdots(int color, struct coordinate *points, int count)
{
while (count--)
{
if (color)
{
DRAW_PIXEL(points[count].x, points[count].y);
}
else
{
CLEAR_PIXEL(points[count].x, points[count].y);
}
}
}
void drawrectangles(int color, struct rectangle *points, int count)
{
while (count--)
{
int x;
int y;
int ix;
int iy;
for (x = points[count].x, ix = 0; ix < points[count].width; x++, ix++)
{
for (y = points[count].y, iy = 0; iy < points[count].width; y++, iy++)
{
if (color)
{
DRAW_PIXEL(x, y);
}
else
{
CLEAR_PIXEL(x, y);
}
}
}
}
}