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
keep running into the rigid nature of do_menu
it isn't too bad when you don't need voice but once
you do the fun awaits
do_menu likes to talk on menu enter which is in a loop when you use do_menu
I would like to move the processing to the callback
TOO BAD you only get an action and the menu_item_ex struct
you sent it when calling the function
Change-Id: Iaefd0cc133435d675b7dd27a558c504d6ccb327a
Aims to provide a lib/keymaps.h for plugins needing simple button
functionality beyond that provided by PLA. Currently used by puzzles
and xworld.
Change-Id: Icb3493aaf176d401762de834dd48fc76a3824c5a
- unregisters timer on exit, preventing possible crash
- disables synchronization mechanisms when used from an IRQ
- prevents memory allocations from overflowing the audio buffer (unlikely)
Change-Id: I3c2c4ebe93c10ca9176ed0455e7aacc2d10c059e
Fixes sound on most platforms, original root cause was bad menu code
as well as DMA callbacks taking too long. Worked around with smaller
chunk sizes. Permanent fix would include moving mixing out of the
callback. Rewrites input with code from rockboy/doom. Cherry-picks a
change from Gregory Montoir's `rawgl' to patch the code wheel
screen. Finally, adds a motion blur filter on select targets.
Change-Id: I8df549c923c5075800c6625c36c8202e53de1d27
XWorld grabs the audio buffer when it starts, so there can be no playback, making the playback control menu useless :P
Change-Id: Ia4e2c207f41619ef9b028917130d6dbf7dfba054
- Comment keymaps.h
- Tie XWORLD_DEBUG into ROCKBOX_HAS_LOGF to ease debugging
- Fix up the manual a little bit
Change-Id: I12cfb58001199036cd67dbaa27f164e6790a199d
Reviewed-on: http://gerrit.rockbox.org/1084
Reviewed-by: Michael Giacomelli <giac2000@hotmail.com>
also fix a couple unused vars
Change-Id: Ib05d2e22dd7477bc9bd193232bd3de8a0816beb2
Reviewed-on: http://gerrit.rockbox.org/1079
Reviewed-by: Michael Giacomelli <giac2000@hotmail.com>
Co-conspirators: Franklin Wei, Benjamin Brown
--------------------------------------------------------------------
This work is based on:
- Fabien Sanglard's "Fabother World" based on
- Piotr Padkowski's newRaw interpreter which was based on
- Gregory Montoir's reverse engineering of
- Eric Chahi's assembly code
--------------------------------------------------------------------
Progress:
* The plugin runs pretty nicely (with sound!) on most color targets
* Keymaps for color LCD targets are complete
* The manual entry is finished
* Grayscale/monochrome support is NOT PLANNED
- the game looks horrible in grayscale! :p
--------------------------------------------------------------------
Notes:
* The original game strings were built-in to the executable, and
were copyrighted and could not be used.
* This port ships with an alternate set of strings by default, but
can load the "official" strings from a file at runtime.
--------------------------------------------------------------------
To be done (in descending order of importance):
* vertical stride compatibility <30% done>
* optimization <10% done>
Change-Id: I3155b0d97c2ac470cb8a2040f40d4139ddcebfa5
Reviewed-on: http://gerrit.rockbox.org/1077
Reviewed-by: Michael Giacomelli <giac2000@hotmail.com>