rockbox/apps/plugins/lua_scripts/rlimg.lua
William Wilgus acda37edd1 lua print table put_line a do_menu alternative
add stylized lines to lua

the exported do_menu has a severe limitation of 64 items
it also requires double the memory

put_line is the way rockbox builds menus

update printtable

user config from core -- done
code cleanup
fixed for 1-bit screens
changed button behavior
fixed for 2-bit screens

Change-Id: I4de55e42685aa1d2f53a33bc8e980827864e810b
2021-04-20 03:30:41 +00:00

919 lines
30 KiB
Lua
Executable file

--[[
__________ __ ___.
Open \______ \ ____ ____ | | _\_ |__ _______ ___
Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
\/ \/ \/ \/ \/
$Id$
Example Lua RBIMAGE script
Copyright (C) 2009 by Maurus Cuelenaere -- some prior work
Copyright (C) 2017 William Wilgus
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.
]]--
require("actions") -- Contains rb.actions & rb.contexts
-- require("buttons") -- Contains rb.buttons -- not needed for this example
local _math = require("math_ex") -- missing math sine cosine, sqrt, clamp functions
local _timer = require("timer")
local _clr = require("color") -- clrset, clrinc provides device independent colors
local _lcd = require("lcd") -- lcd helper functions
local _print = require("print") -- advanced text printing
local _img = require("image") -- image manipulation save, rotate, resize, tile, new, load
local _img_save = require("image_save")
local _blit = require("blit") -- handy list of blit operations
local _draw = require("draw") -- draw all the things (primitives)
local _draw_floodfill = require("draw_floodfill")
local _draw_text = require("draw_text")
--local scrpath = rb.current_path()"
--package.path = scrpath .. "/?.lua;" .. package.path --add lua_scripts directory to path
require("printmenus") --menu
--[[ RBIMAGE library functions
NOTE!! on x, y coordinates + width & height
----------------------------------------------
When making a new image you specify the width and height say (10, 20).
Intutively (at least to me) (0,0) (offset addressing) would reference the first
pixel (top left) and the last pixel (bottom, right) would be (w-1, h-1) or (9, 19)
but the original rbimage library (like lua) uses 1-based arrays (ordinal addressing)
for the image data so the first pixel is (1,1) and the last pixel is (w, h)
this presents a bit of a problem when interfacing with the internal rockbox
functions as you must remeber to convert all lua coordinates to 0 based coordinates.
I have opted to not change this in the name of compatibility with old scripts
NOTE2!! on width & height versus offset_x & offset_y :copy()
------------------------------------------------------------------------
The only place where RBIMAGE deviates from (ordinal addressing) is in the blit
/ copy function sx, sy and dx, dy still refer to the same pixel as all the
other functions but offset_x, and offset_y are zero based
Example (assuming same sized images)
dst:copy(src, 1,1, 1,1, 0, 0)
would copy the first pixel from src to the first pixel of dst
dst:copy(src, 1,1, 1,1, dst:width()-1, dst:height()-1) would copy all of src to dst
this might be a bit confusing but makes reversing images (negative offsets) easier.
Since offsets are auto calculated if empty or out of range you could call it as
dst:copy(src, 1,1, 1,1, dst:width(), dst:height()) or even
dst:copy(src, 1,1, 1,1) if you prefered and get the same result
]]
--'CONSTANTS' (in lua there really is no such thing as all vars are mutable)
--------------------------------------------------------
--colors for fg/bg ------------------------
local WHITE = _clr.set(-1, 255, 255, 255)
local BLACK = _clr.set(0, 0, 0, 0)
local RED = _clr.set(WHITE, 255)
local GREEN = _clr.set(WHITE, 0, 255)
local BLUE = _clr.set(WHITE, 0, 0, 255)
-------------------------------------------
local clrs
local CANCEL_BUTTON = rb.actions.PLA_CANCEL
-- EXAMPLES ---------------------------------------------------------------------- EXAMPLES---------------------------------------------------------------------
function my_blit(dst_val, dx, dy, src_val, sx, sy)
-- user defined blit operation
--this function gets called for every pixel you specify
--you may change pixels in both the source and dest image
--return nil to stop early
if _lcd.DEPTH < 2 then
return src_val
end
if dst_val == WHITE and bit.band(dx, 1) == 1 and bit.band(dy, 1) == 1 then
return BLACK;
elseif dst_val == WHITE then
return src_val
end
return dst_val
end
function create_logo()
--[[creates a small logo from data array]]
-- moves scope of white and black from global to local
local WHITE = WHITE
local BLACK = BLACK
--[[small array with 16 bits of data per element (16-bits in y direction)
while the number of elements (32) is the x direction.
in other words 16 rows X 32 columns, totally abritrary actually
you could easily rotate or flip it by changing the for loops below ]]
local logo = {0xFFFF, 0xFFFF, 0x8001, 0x8001, 0x9E7F, 0x9E7F, 0x9E7F, 0x9E7F,
0x9E3F, 0x9E3F, 0x804F, 0x804F, 0xC0E1, 0xC0F1, 0xFFFD, 0xFFFF,
0xFFFF, 0xFFFF, 0x8001, 0x8001, 0xFF01, 0xFF01, 0xFEFB, 0xFEFB,
0xFDFD, 0xFDFD, 0xFDFD, 0xFCF9, 0xFE03, 0xFE03, 0xFFFF, 0xFFFF}
local img, img1, img2, img3
img = _img.new(_lcd.W, _lcd.H)
img:clear(BLACK) --[[always clear an image after you create it if you
intend to do any thing besides copy something
entirely to it as there is no guarantee what
state the data within is in, it could be all
0's or it could be every digit of PI ]]
-- check for an error condition bail if error
if(not img or not logo) then
return nil
end
local logosz = table.getn(logo)
local bits = 16 -- each element contains 16 pixels
local data = 0
for i=1, math.min(logosz, _lcd.W) do
for j=0, math.min(bits, _lcd.H) do
if bit.band(bit.lshift(1, bits - j), logo[i]) > 0 then
data = WHITE
else
data = BLACK
end
-- Set the pixel at position i, j+1 to the copied data
img:set(i, j + 1, data)
end
end
-- make a new image the size of our generated logo
img1 = _img.new(logosz + 1, bits + 1)
-- img.copy(dest, source, dx, dy, sx, sy, [w, h])
img1:copy(img, 1, 1, 1, 1)
--[[lua does auto garbage collection, but it is still
a good idea to set large items to nil when done anyways]]
img = nil
local sl -- new image size
if _lcd.W < _lcd.H then
sl = _lcd.W / 3
else
sl = _lcd.H / 3
end
-- make sl always even by subtracting 1 if needed
sl = bit.band(sl, bit.bnot(1))
if sl < 16 then
sl = 16
end
img2 = _img.new(sl, sl)
--img2:clear(BLACK) -- doesn't need cleared since we copy to it entirely
--[[we are going to resize the image since the data supplied is 32 x 16
pixels its really tiny on most screens]]
_img.resize(img2, img1)
img1 = nil
img3 = _img.new(sl, sl)
img3:clear(BLACK)
if IS_COLOR_TARGET == true then
local c_yellow = _clr.set(WHITE, 0xFC, 0xC0, 0x00)
local c_grey = _clr.set(WHITE, 0xD4, 0xE3, 0xF3)
local c_dkgrey = _clr.set(WHITE, 0xB4, 0xC3, 0xD3)
-- if dest pixel == source pixel make dest pixel yellow
img3:copy(img2, 1, 1, 1, 1, nil, nil, false, _blit.BDEQS, c_yellow)
-- xor src pixel to dest pixel if both are 0 or both are 1 dest = 0
img2:copy(img3, 1, 1, 2, 1, nil, nil, false, _blit.BXOR)
-- if dest pixel color > src pixel color copy grey to dest
img2:copy(img3, 1, 1, 1, 1, nil, nil, false, _blit.BDGTS, c_grey)
-- set img3 to grey
img3:clear(c_dkgrey)
end
-- make a WHITE square in the middle
img3:clear(WHITE, 4,4, img3:width() - 3, img3:height() - 3)
img3:copy(img2, 1, 1, 1, 1, nil, nil, false, _blit.CUSTOM, my_blit)
img2 = nil
_img_save(img3, "pix.bmp")
return img3
end -- copy_logo
-- draws an olive erm ball and returns it
function create_ball()
local sl -- image size
if _lcd.W < _lcd.H then
sl = _lcd.W / 5
else
sl = _lcd.H / 5
end
-- make sl always even by subtracting 1 if needed
sl = bit.band(sl, bit.bnot(1))
if sl < 16 then
sl = 16
end
local img = _img.new(sl, sl)
img:clear(0)
_draw.circle_filled(img, sl/2, sl/2, sl/2 - 1, _clr.set(-1, 255), _clr.set(0, 100))
_draw.circle_filled(img, sl/3, sl/3, sl/10, _clr.set(-1, 255, 0, 0))
return img
end
-- bounces img around on screen
function bounce_image(img)
local timer = _timer() -- creates a new timer -- saves index
local wait
-- make a copy of the current screen for later
local screen_img = _lcd:duplicate()
local img_sqy = _img.new(img:width() + img:width() / 8, img:height())
local img_sqx = _img.new(img:width(), img:height() + img:height() / 8)
_img.resize(img_sqy, img)
_img.resize(img_sqx, img)
-- moves definition of CANCEL_BUTTON from global to local
local CANCEL_BUTTON = CANCEL_BUTTON
--------------------------------------------------------
local imgn = img
local hold = 0
local sx = 1 -- starting x
local sy = 1 -- starting y
local ex = _lcd.W - img:width() - 2
local ey = _lcd.H - img:width() - 2
-- threshold resets speed, inverts image
local tx = ex / 5
local ty = ey / 5
local last_x = sx
local last_y = sy
local x = sx
local y = sy
local dx = 1
local dy = 1
-- negative width\height cause the image to be drawn from the opposite end
local fx = _lcd.W
local fy = _lcd.H
local function invert_images()
img:invert();
img_sqx:invert()
img_sqy:invert()
end
local loops = (_lcd.W * _lcd.H) / 2
while (loops > 0) do
if IS_COLOR_TARGET then
if bit.band(loops, 128) == 128 then
_lcd:copy(imgn, x, y, 1, 1, fx, fy, false, _blit.BOR)
_lcd:copy(screen_img, x, y, x, y, imgn:width(), imgn:height(),
false, _blit.BDEQC, imgn:get(1,1))
else
_lcd:copy(imgn, x, y, 1, 1, fx, fy, false, _blit.BSNEC, imgn:get(1,1))
end
else
local blitop
if imgn:get(1,1) ~= 0 then
blitop = _blit.BSNOT
else
blitop = _blit.BXOR
end
_lcd:copy(imgn, x, y, 1, 1, fx, fy, false, blitop, WHITE)
end
if hold < 1 then
imgn = img
else
hold = hold - 1
end
_lcd:update()
x = x + dx
y = y + dy
if y >= ey or y <= sy then
dy = (-dy)
fy = (-fy)
imgn = img_sqy
hold = 3
if dx < 0 and y < 10 then
dx = dx - 5
end
if dx > tx then
dx = 5;
dy = 5;
invert_images()
end
end
if x >= ex or x <= sx then
dx = (-dx)
fx = (-fx)
imgn = img_sqx
hold = 3
if dy < 0 and x < 10 then
dy = dy - 5
end
if dy > ty then
dx = 5;
dy = 5;
invert_images()
end
end
x = _math.clamp(x, sx, ex)
y = _math.clamp(y, sy, ey)
-- copy original image back to screen
_lcd:copy(screen_img)
loops = loops -1
wait = timer:check(true) --checks timer and updates last time
if wait >= 5 then
wait = 0
elseif wait < 5 then
wait = 5 - wait
end
-- 0 = timeout immediately
-- ( -1 would be never timeout, and >0 is amount of 'ticks' before timeout)
if rb.get_plugin_action(wait) == CANCEL_BUTTON then
break;
end
end
timer:stop() -- destroys timer, also returns time since last time
-- leave the screen how we found it
_lcd:copy(screen_img)
end -- image_bounce
-- draws a gradient using available colors
function draw_gradient(img, x, y, w, h, direction, clrs)
x = x or 1
y = y or 1
w = w or img:width() - x
h = h or img:height() - y
local zstep = 0
local step = 1
if IS_COLOR_TARGET == true then -- Only do this when we're on a color target
local z = 1
local c = 1
clrs = clrs or {255,255,255}
local function gradient_rgb(p, c1, c2)
-- tried squares of difference but blends were very abrupt
local r = c1.r + (p * (c2.r - c1.r) / 10500)
local g = c1.g + (p * (c2.g - c1.g) / 10000)
local b = c1.b + (p * (c2.b - c1.b) / 09999)
return _clr.set(nil, r, g, b)
end
local function check_z()
if z > 10000 and c < #clrs - 1 then
z = 1
c = c + 1
elseif z > 10000 then
z = 10000
end
end
if direction == "V" then
zstep = math.max(1, (10000 / ((w - 1) / (#clrs - 1)) + bit.band(#clrs, 1)))
for i=x, w + x do
check_z()
_draw.vline(img, i, y, h, gradient_rgb(z, clrs[c], clrs[c + 1]))
z = z + zstep
end
else
zstep = math.max(1, (10000 / ((h - 1) / (#clrs - 1)) + bit.band(#clrs, 1)))
for j=y, h + y do
check_z()
_draw.hline(img, x, j, w, gradient_rgb(z, clrs[c], clrs[c + 1]))
z = z + zstep
end
end
else -- not a color target but might be greyscale
local clr = _clr.set(-1)
for i=x, w + x do
for j=y, h + y do
-- Set the pixel at position i, j to the specified color
img:set(i, j, clr)
end
clr = _clr.inc(clr, 1)
end
end
--rb.sleep(1000)
end -- draw_gradient
function twist(img)
--[[ local fg
if rb.lcd_get_foreground then
fg = rb.lcd_get_foreground()
end]]
local ims = {}
ims.strip = _img.tile(img, img:width(), _lcd.H + img:height())
ims.y_init = {img:height(), 1}
ims.y_finl = {1, img:height()}
ims.y_inc = {-2, 4}
ims.y_pos = nil
-- together define the width of the overall object
local x_off=(_lcd.W/2)
local m = _lcd.W
local z = -m
local zi = 1
-- angles of rotation for each leaf
local ANGLES = {0, 45, 90, 135, 180, 225, 270, 315}
local elems = #ANGLES
local _XCOORD = {}
-- color alternates each leaf
local colors = { WHITE, _clr.set(0, 0, 0, 0) }
local c = 0
-- calculated position of each point in the sine wave(s)
local xs, xe
--[[--Profiling code
local timer = _timer.start()]]
for rot = 0, 6000, 4 do
_lcd:clear(BLACK)
for y=1, _lcd.H do
local function get_sines()
local sc = m + z
if sc == 0 then
sc = 1 -- prevent divide by 0
elseif sc + z > _lcd.W then
zi = -1
colors[2] = _clr.inc(colors[2], 1, 0, 50, 0)
elseif sc + z < -(_lcd.W) then
zi = 1
colors[1] = _clr.inc(colors[1], -1, 0, 10, 0)
end
if colors[2] == colors[1] then
colors[2] = _clr.inc(colors[2], 1)
end
for j = 1, elems do
_XCOORD[j] = _math.d_sin(y + ANGLES[j] + rot) / sc + x_off
end
_XCOORD[0] = _XCOORD[elems] -- loop table for efficient wrap
end
get_sines()
for k = 1, elems do
xs = _XCOORD[k]
xe = _XCOORD[(k+1) % elems]
if xs < 1 or xe > _lcd.W then
while xs < 1 or xe > _lcd.W do
m = m + 1 -- shift m in order to scale object min/max
get_sines()
xs = _XCOORD[k]
xe = _XCOORD[(k+1) % elems]
end
end
c = (c % 2) + 1
if xs < xe then
-- defines the direction of leaves & fills them
_lcd:set(xs, y, colors[c])
_lcd:set(xe, y, colors[c])
_lcd:line(xs + 1, y, xe - 1, y, colors[3 - c], true)
end
end
end
do -- stripes and shifts image strips; blits it into the colors(1) leaves
local y
local y_col = 1
local w = ims.strip:width() - 1
local h = ims.strip:height() - 1
if ims.y_pos ~= nil then
for i = 1, #ims.y_pos do
ims.y_pos[i] = ims.y_pos[i] + ims.y_inc[i]
if (ims.y_inc[i] > 0 and ims.y_pos[i] > ims.y_finl[i])
or (ims.y_inc[i] < 0 and ims.y_pos[i] < ims.y_finl[i]) then
ims.y_pos[i] = ims.y_init[i]
end
end
else
ims.y_pos = {ims.y_init[1], ims.y_init[2]}
end
for ix = 1, _lcd.W, w do
y_col = y_col + 1
y = ims.y_pos[(y_col % 2) + 1]
if _lcd.DEPTH > 1 then
_lcd:copy(ims.strip, ix, 1, 1, y, w, h, false, _blit.BDEQC, colors[1])
else
_lcd:copy(ims.strip, ix, 1, 1, y, w, h, false, _blit.BSAND)
end
end
end
_lcd:update()
z = z + zi
if rb.get_plugin_action(0) == CANCEL_BUTTON then
break
end
collectgarbage("step")
end
--[[--Profiling code
_print.f("%d", _timer.stop(timer))
rb.sleep(rb.HZ * 10)]]
end -- twist
function draw_target(img)
local clr = _clr.set(0, 0, 0, 0)
-- make a copy of original screen for restoration
local screen_img = _lcd:duplicate()
rad_m = math.min(_lcd.W, _lcd.H)
for s = -_lcd.W /4, 16 do
img:copy(screen_img)
s = math.max(1, math.abs(s))
for r = 1, rad_m /2 - 10, s do
clr = _clr.inc(clr, 1, r * 5, r * 10, r * 20)
_draw.circle(img, _lcd.CX, _lcd.CY, r, clr)
end
_lcd:update()
if rb.get_plugin_action( 20) == CANCEL_BUTTON then
z = 16;
break;
end
end
end -- draw_target
function draw_sweep(img, cx, cy, radius, color)
local timer = _timer() --creates a new timer saves index
local wait
local x
local y
--make a copy of original screen for restoration
local screen_img = _lcd:duplicate()
_draw.circle(img, cx, cy, radius, color)
for d = 630, 270, - 5 do
if d % 45 == 0 then
img:copy(screen_img)
_draw.circle(img, cx, cy, radius, color)
l = 0
end
x = cx + radius * _math.d_cos(d) / 10000
y = cy + radius * _math.d_sin(d) / 10000
_draw.line(img, cx, cy, x, y, color)
l = l + 1
if l > 1 then
x1 = cx + (radius - 1) * _math.d_cos(d + 1) / 10000
y1 = cy + (radius - 1) * _math.d_sin(d + 1) / 10000
_draw_floodfill(img, x1, y1, BLACK, color)
end
_lcd:update()
wait = timer:check(true) --checks timer and updates last time
if wait >= 50 then
wait = 0
elseif wait < 50 then
wait = 50 - wait
end
if rb.get_plugin_action( wait) == CANCEL_BUTTON then
break
end
end
timer:stop() --destroys timer, also returns time since last time
screen_img = nil
end -- draw_sweep
function rotate_image(img)
local blitop = _blit.BOR
local i = 1
local d = 0
local ximg
local x, y, w, h, xr, yr
ximg = _img.rotate(img, 45) -- image will be largest at this point
w = ximg:width()
h = ximg:height()
xr = (_lcd.W - w) / 2
yr = (_lcd.H - h) / 2
--make a copy of original screen for restoration
local screen_img -- = _lcd:duplicate()
screen_img =_img.new(w, h)
screen_img :copy(_LCD, 1, 1, xr, yr, w, h)
--_print.f("CW")
--[[--Profiling code
local timer = _timer.start()]]
while d >= 0 do
ximg = _img.rotate(img, d)
w = ximg:width()
h = ximg:height()
x = (_lcd.W - w) / 2
y = (_lcd.H - h) / 2
-- copy our rotated image onto the background
_lcd:copy(ximg, x, y, 1, 1, w, h, false, blitop)
_lcd:update()
--restore the portion of the background we destroyed
_lcd:copy(screen_img, xr, yr, 1, 1)
if d > 0 and d % 360 == 0 then
_lcd:copy(ximg, x, y, 1, 1, w, h)
_lcd:update()
if i == 1 then i = 0 end
if d == 1440 or i < 0 then
if i < 0 then
i = i - 5
else
i = - 5
end
blitop = _blit.BXOR
--_print.f("CCW")
--rb.sleep(rb.HZ)
else
i = i + 5
--_print.f("CW")
--rb.sleep(rb.HZ)
end
end
d = d + i
if rb.get_plugin_action(0) == CANCEL_BUTTON then
break;
end
end
_lcd:copy(ximg, x, y, 1, 1, w, h)
--[[-- Profiling code
_print.f("%d", _timer.stop(timer))
rb.sleep(rb.HZ * 10)]]
end -- rotate_image
-- shows blitting with a mask
function blit_mask(dst)
local timer = _timer()
local r = math.min(_lcd.CX, _lcd.CY) / 5
local bmask = _img.new(_lcd.W, _lcd.H)
bmask:clear(0)
_draw.circle_filled(bmask, _lcd.CX, _lcd.CY, r, WHITE)
local color = _clr.set(0, 0, 0 ,0)
for z = 0, 100 do
z = z + timer:check(true)
color = _clr.inc(color, 1, z * 5, z * 10, z * 20)
dst:copy(bmask, 1, 1, 1, 1, nil, nil, false, _blit.BSAND, color)
_lcd:update()
if rb.get_plugin_action(0) == CANCEL_BUTTON then
break
end
end
end -- blit_mask
-- draws an X on the screen
function draw_x()
_draw.line(_LCD, 1, 1, _lcd.W, _lcd.H, WHITE)
_draw.line(_LCD, _lcd.W, 1, 1, _lcd.H, WHITE)
_draw.hline(_LCD, 10, _lcd.CY , _lcd.W - 21, WHITE)
_draw.vline(_LCD, _lcd.CX, 20 , _lcd.H - 41, WHITE)
_draw.rect(_LCD, _lcd.CX - 17, _lcd.CY - 17, 34, 34, WHITE)
_lcd:update()
rb.sleep(100)
end -- draw_x
--fills an image with random colors
function random_img(img)
local min = _clr.set(0, 0, 0, 0)
local max = _clr.set(-1, 255, 255, 255)
math.randomseed(rb.current_tick())
for x = 1, img:width() do
for y = 1, img:height() do
img:set(x, y, math.random(min, max))
end
end
end -- random_img
function rainbow_img(img)
--draw a gradient using available colors
if IS_COLOR_TARGET == true then
--R O Y G B I V
clrs = {
{r = 255, g = 255, b = 255}, -- white
{r = 000, g = 000, b = 000}, -- black
{r = 200, g = 000, b = 000}, -- red
{r = 255, g = 000, b = 000}, -- red
{r = 255, g = 100, b = 033}, -- orange
{r = 255, g = 127, b = 000}, -- orange
{r = 255, g = 200, b = 033}, -- yellow
{r = 255, g = 255, b = 000}, -- yellow
{r = 050, g = 255, b = 000}, -- green
{r = 000, g = 125, b = 125}, -- green
{r = 000, g = 000, b = 255}, -- blue
{r = 033, g = 025, b = 200}, -- indigo
{r = 075, g = 000, b = 150}, -- indigo
{r = 127, g = 000, b = 150}, -- violet
{r = 150, g = 000, b = 255}, -- violet
{r = 255, g = 255, b = 255}, -- white
{r = 000, g = 000, b = 000}, -- black
}
else
end
draw_gradient(img, 1, 1, nil, nil, "V", clrs)
end -- rainbow_img
-- draws a rounded rectangle with text
function rock_lua()
local res, w, h = _lcd:text_extent("W", rb.FONT_UI)
w = _lcd.W - 10
h = h + 4
_draw.rounded_rect_filled(_LCD, 5, 5, w, h, 15, WHITE)
_draw_text(_LCD, 5, 5, w, h, nil, BLACK, "ROCKlua!")
_lcd:update()
rb.sleep(100)
end -- rock_lua
-- draws a rounded rectangle with long text
function long_text()
local txt = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890"
local res, w, h = _lcd:text_extent(txt, rb.FONT_UI)
local resp, wp, hp = _lcd:text_extent(" ", rb.FONT_UI)
local wait = 0
w = w + wp * 3
h = h + 4
local img = _img.new(w + 1, h)
img:clear(BLACK)
_draw.rounded_rect_filled(img, 1, 1, w, h, 15, WHITE)
_draw_text(img, 1, 2, nil, nil, nil, BLACK, txt)
for p = -w + 1, w - 1 do
wait = 0
p = math.abs(p)
_lcd:copy(img, 1, _lcd.H - h, w - p, 1)
_lcd:update()
if p == 0 or w - p == 1 then wait = 100; rb.sleep(50) end
if rb.get_plugin_action(wait) == CANCEL_BUTTON then
break
end
end
end -- long_text
-- creates or loads an image to use as logo
function get_logo()
local logo_img = _img.load("/pix.bmp") --loads the previously saved image (if we saved it before)
--create a logo if an image wasn't saved previously
if(not logo_img) then
logo_img = create_logo()
end
--fallback
if(not logo_img) then
-- Load a BMP file in the variable backdrop
local base = "/.rockbox/icons/"
local backdrop = _img.load("/image.bmp") --user supplied image
or _img.load(base .. "tango_small_viewers.bmp")
or _img.load(base .. "tango_small_viewers_mono.bmp")
or _img.load(base .. "tango_small_mono.bmp")
or _img.load(base .. "tango_icons.16x16.bmp")
or _img.load(base .. "tango_icons_viewers.16x16.bmp")
or _img.load(base .. "viewers.bmp")
or _img.load(base .. "viewers.6x8x1.bmp")
or _img.load(base .. "viewers.6x8x2.bmp")
or _img.load(base .. "viewers.6x8x10.bmp")
or _img.load(base .. "viewers.6x8x16.bmp")
logo_img = backdrop
end
return logo_img
end -- get_logo
-- uses print_table to display a menu
function main_menu()
local mt = {
[1] = "Rocklua RLI Example",
[2] = "The X",
[3] = "Blit Mask",
[4] = "Target",
[5] = "Sweep",
[6] = "Bouncing Ball (olive)",
[7] = "The Twist",
[8] = "Image Rotation",
[9] = "Long Text",
[10] = "Rainbow Image",
[11] = "Random Image",
[12] = "Clear Screen",
[13] = "Save Screen",
[14] = "Exit"
}
local ft = {
[0] = exit_now, --if user cancels do this function
[1] = function(TITLE) return true end, -- shouldn't happen title occupies this slot
[2] = function(THE_X) draw_x() end,
[3] = function(BLITM) blit_mask(_lcd()) end,
[4] = function(TARGT) draw_target(_lcd()) end,
[5] = function(SWEEP)
local r = math.min(_lcd.CX, _lcd.CY) - 20
draw_sweep(_lcd(), _lcd.CX, _lcd.CY, r, _clr.set(-1, 0, 255, 0))
end,
[6] = function(BOUNC) bounce_image(create_ball()) end,
[7] = function(TWIST) twist(get_logo()) end,
[8] = function(ROTAT) rotate_image(get_logo()) end,
[9] = long_text,
[10] = function(RAINB)
rainbow_img(_lcd()); _lcd:update(); rb.sleep(rb.HZ)
end,
[11] = function(RANDM)
random_img(_lcd()); _lcd:update(); rb.sleep(rb.HZ)
end,
[12] = function(CLEAR) _lcd:clear(BLACK); rock_lua() end,
[13] = function(SAVEI) _LCD:invert(); _img_save(_LCD, "/rocklua.bmp") end,
[14] = function(EXIT_) return true end
}
if _lcd.DEPTH < 2 then
table.remove(mt, 10)
table.remove(ft, 10)
end
print_menu(mt, ft)
end
--------------------------------------------------------------------------------
function exit_now()
_lcd:update()
_lcd:splashf(rb.HZ * 5, "ran for %d seconds", _timer.stop("main") / rb.HZ)
os.exit()
end -- exit_now
--------------------------------------------------------------------------------
--MAIN PROGRAM------------------------------------------------------------------
_timer("main") -- keep track of how long the program ran
-- Clear the screen
_lcd:clear(BLACK)
if _lcd.DEPTH > 1 then
--draw a gradient using available colors
if IS_COLOR_TARGET == true then
clrs = {
{r = 255, g = 000, b = 000}, -- red
{r = 000, g = 255, b = 000}, -- green
{r = 000, g = 000, b = 255}, -- blue
}
else
end
local w = bit.rshift(_lcd.W, 2)
local h = bit.rshift(_lcd.H, 2)
draw_gradient(_lcd(), (_lcd.W - w)/2 - 1, (_lcd.H - h)/3 - 1, w, h, "H", clrs)
_lcd:update()
rb.sleep(rb.HZ)
end
do
local img = _img.load("/rocklua.bmp")
if not img then
rock_lua()
else
_lcd:image(img)
end
end
_lcd:update()
rb.sleep(rb.HZ / 2)
if rb.cpu_boost then rb.cpu_boost(true) end
main_menu()
if rb.cpu_boost then rb.cpu_boost(false) end
exit_now()
-- For a reference list of all functions available, see apps/plugins/lua/rocklib.c (and apps/plugin.h)