rockbox/apps/plugins/lib/gray_drawpixel.c
Jens Arnold 7c6bdd6493 Split grayscale library into several files to make up a real function library. Significantly decreases binary size for plugins using it.
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@4802 a1c6a512-1295-4272-9138-f99709370657
2004-06-23 22:15:50 +00:00

55 lines
1.9 KiB
C

/***************************************************************************
* __________ __ ___.
* Open \______ \ ____ ____ | | _\_ |__ _______ ___
* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
* \/ \/ \/ \/ \/
* $Id$
*
* Grayscale framework
* gray_drawpixel() function
*
* This is a generic framework to use grayscale display within Rockbox
* plugins. It obviously does not work for the player.
*
* Copyright (C) 2004 Jens Arnold
*
* 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.
*
****************************************************************************/
#ifndef SIMULATOR /* not for simulator by now */
#include "plugin.h"
#ifdef HAVE_LCD_BITMAP /* and also not for the Player */
#include "gray.h"
/*---------------------------------------------------------------------------
Set a pixel with the current drawinfo
----------------------------------------------------------------------------
If the drawmode is GRAY_DRAW_INVERSE, the pixel is inverted
GRAY_DRAW_FG and GRAY_DRAW_SOLID draw the pixel in the foreground shade
GRAY_DRAW_BG draws the pixel in the background shade
*/
void gray_drawpixel(int x, int y)
{
unsigned long pattern;
if ((unsigned) x >= (unsigned) _graybuf->width
|| (unsigned) y >= (unsigned) _graybuf->height)
return;
pattern = (_graybuf->drawmode == GRAY_DRAW_BG) ?
_graybuf->bg_pattern : _graybuf->fg_pattern;
_gray_pixelfuncs[_graybuf->drawmode](x, y, pattern);
}
#endif // #ifdef HAVE_LCD_BITMAP
#endif // #ifndef SIMULATOR