LVGL_Weather_Sim/src/sdl_drivers/sdl_driver.c

354 lines
9.3 KiB
C

/**
* @file sdl.h
*
*/
/*********************
* INCLUDES
*********************/
#include "sdl_drivers/sdl_driver.h"
#ifndef SDL_FULLSCREEN
# define SDL_FULLSCREEN 0
#endif
#include <stdlib.h>
#include <stdbool.h>
#include <string.h>
#include "SDL.h"
/*********************
* DEFINES
*********************/
#ifndef KEYBOARD_BUFFER_SIZE
#define KEYBOARD_BUFFER_SIZE SDL_TEXTINPUTEVENT_TEXT_SIZE
#endif
/**********************
* TYPEDEFS
**********************/
typedef struct {
SDL_Window * window;
SDL_Renderer * renderer;
SDL_Texture * texture;
volatile bool sdl_refr_qry;
#if SDL_DOUBLE_BUFFERED
uint32_t * tft_fb_act;
#else
uint32_t * tft_fb;
#endif
}monitor_t;
/**********************
* STATIC PROTOTYPES
**********************/
static void window_create(monitor_t * m);
static void window_update(monitor_t * m);
static void monitor_sdl_clean_up(void);
static void sdl_event_handler(lv_timer_t * t);
static void monitor_sdl_refr(lv_timer_t * t);
/***********************
* GLOBAL PROTOTYPES
***********************/
/**********************
* STATIC VARIABLES
**********************/
monitor_t monitor;
#if SDL_DUAL_DISPLAY
monitor_t monitor2;
#endif
static volatile bool sdl_inited = false;
static bool left_button_down = false;
static int16_t last_x = 0;
static int16_t last_y = 0;
static int16_t wheel_diff = 0;
static lv_indev_state_t wheel_state = LV_INDEV_STATE_RELEASED;
static char buf[KEYBOARD_BUFFER_SIZE];
/**********************
* MACROS
**********************/
/**********************
* GLOBAL FUNCTIONS
**********************/
void sdl_init(void)
{
/*Initialize the SDL*/
SDL_Init(SDL_INIT_VIDEO);
SDL_SetEventFilter(quit_filter, NULL);
window_create(&monitor);
#if SDL_DUAL_DISPLAY
window_create(&monitor2);
int x, y;
SDL_GetWindowPosition(monitor2.window, &x, &y);
SDL_SetWindowPosition(monitor.window, x + (SDL_HOR_RES * SDL_ZOOM) / 2 + 10, y);
SDL_SetWindowPosition(monitor2.window, x - (SDL_HOR_RES * SDL_ZOOM) / 2 - 10, y);
#endif
SDL_StartTextInput();
lv_timer_create(sdl_event_handler, 10, NULL);
}
/**
* Flush a buffer to the marked area
* @param disp_drv pointer to driver where this function belongs
* @param area an area where to copy `color_p`
* @param color_p an array of pixels to copy to the `area` part of the screen
*/
void sdl_display_flush(lv_disp_drv_t * disp_drv, const lv_area_t * area, lv_color_t * color_p)
{
lv_coord_t hres = disp_drv->hor_res;
lv_coord_t vres = disp_drv->ver_res;
// printf("x1:%d,y1:%d,x2:%d,y2:%d\n", area->x1, area->y1, area->x2, area->y2);
/*Return if the area is out the screen*/
if(area->x2 < 0 || area->y2 < 0 || area->x1 > hres - 1 || area->y1 > vres - 1) {
lv_disp_flush_ready(disp_drv);
return;
}
#if SDL_DOUBLE_BUFFERED
monitor.tft_fb_act = (uint32_t *)color_p;
#else /*SDL_DOUBLE_BUFFERED*/
int32_t y;
#if LV_COLOR_DEPTH != 24 && LV_COLOR_DEPTH != 32 /*32 is valid but support 24 for backward compatibility too*/
int32_t x;
for(y = area->y1; y <= area->y2 && y < disp_drv->ver_res; y++) {
for(x = area->x1; x <= area->x2; x++) {
monitor.tft_fb[y * disp_drv->hor_res + x] = lv_color_to32(*color_p);
color_p++;
}
}
#else
uint32_t w = lv_area_get_width(area);
for(y = area->y1; y <= area->y2 && y < disp_drv->ver_res; y++) {
memcpy(&monitor.tft_fb[y * SDL_HOR_RES + area->x1], color_p, w * sizeof(lv_color_t));
color_p += w;
}
#endif
#endif /*SDL_DOUBLE_BUFFERED*/
monitor.sdl_refr_qry = true;
/* TYPICALLY YOU DO NOT NEED THIS
* If it was the last part to refresh update the texture of the window.*/
if(lv_disp_flush_is_last(disp_drv)) {
monitor_sdl_refr(NULL);
}
/*IMPORTANT! It must be called to tell the system the flush is ready*/
lv_disp_flush_ready(disp_drv);
}
#if SDL_DUAL_DISPLAY
/**
* Flush a buffer to the marked area
* @param disp_drv pointer to driver where this function belongs
* @param area an area where to copy `color_p`
* @param color_p an array of pixels to copy to the `area` part of the screen
*/
void sdl_display_flush2(lv_disp_drv_t * disp_drv, const lv_area_t * area, lv_color_t * color_p)
{
lv_coord_t hres = disp_drv->hor_res;
lv_coord_t vres = disp_drv->ver_res;
/*Return if the area is out the screen*/
if(area->x2 < 0 || area->y2 < 0 || area->x1 > hres - 1 || area->y1 > vres - 1) {
lv_disp_flush_ready(disp_drv);
return;
}
#if SDL_DOUBLE_BUFFERED
monitor2.tft_fb_act = (uint32_t *)color_p;
monitor2.sdl_refr_qry = true;
/*IMPORTANT! It must be called to tell the system the flush is ready*/
lv_disp_flush_ready(disp_drv);
#else
int32_t y;
#if LV_COLOR_DEPTH != 24 && LV_COLOR_DEPTH != 32 /*32 is valid but support 24 for backward compatibility too*/
int32_t x;
for(y = area->y1; y <= area->y2 && y < disp_drv->ver_res; y++) {
for(x = area->x1; x <= area->x2; x++) {
monitor2.tft_fb[y * disp_drv->hor_res + x] = lv_color_to32(*color_p);
color_p++;
}
}
#else
uint32_t w = lv_area_get_width(area);
for(y = area->y1; y <= area->y2 && y < disp_drv->ver_res; y++) {
memcpy(&monitor2.tft_fb[y * disp_drv->hor_res + area->x1], color_p, w * sizeof(lv_color_t));
color_p += w;
}
#endif
monitor2.sdl_refr_qry = true;
/* TYPICALLY YOU DO NOT NEED THIS
* If it was the last part to refresh update the texture of the window.*/
if(lv_disp_flush_is_last(disp_drv)) {
monitor_sdl_refr(NULL);
}
/*IMPORTANT! It must be called to tell the system the flush is ready*/
lv_disp_flush_ready(disp_drv);
#endif
}
#endif
/**********************
* STATIC FUNCTIONS
**********************/
/**
* SDL main thread. All SDL related task have to be handled here!
* It initializes SDL, handles drawing and the mouse.
*/
static void sdl_event_handler(lv_timer_t * t)
{
(void)t;
/*Refresh handling*/
SDL_Event event;
while(SDL_PollEvent(&event)) {
mouse_handler(&event);
mousewheel_handler(&event);
keyboard_handler(&event);
if((&event)->type == SDL_WINDOWEVENT) {
switch((&event)->window.event) {
#if SDL_VERSION_ATLEAST(2, 0, 5)
case SDL_WINDOWEVENT_TAKE_FOCUS:
#endif
case SDL_WINDOWEVENT_EXPOSED:
window_update(&monitor);
#if SDL_DUAL_DISPLAY
window_update(&monitor2);
#endif
break;
default:
break;
}
}
}
/*Run until quit event not arrives*/
if(sdl_quit_qry) {
monitor_sdl_clean_up();
exit(0);
}
}
/**
* SDL main thread. All SDL related task have to be handled here!
* It initializes SDL, handles drawing and the mouse.
*/
static void monitor_sdl_refr(lv_timer_t * t)
{
(void)t;
/*Refresh handling*/
if(monitor.sdl_refr_qry != false) {
monitor.sdl_refr_qry = false;
window_update(&monitor);
}
#if SDL_DUAL_DISPLAY
if(monitor2.sdl_refr_qry != false) {
monitor2.sdl_refr_qry = false;
window_update(&monitor2);
}
#endif
}
static void monitor_sdl_clean_up(void)
{
SDL_DestroyTexture(monitor.texture);
SDL_DestroyRenderer(monitor.renderer);
SDL_DestroyWindow(monitor.window);
#if SDL_DUAL_DISPLAY
SDL_DestroyTexture(monitor2.texture);
SDL_DestroyRenderer(monitor2.renderer);
SDL_DestroyWindow(monitor2.window);
#endif
SDL_Quit();
}
static void window_create(monitor_t * m)
{
int flag = 0;
#if SDL_FULLSCREEN
flag |= SDL_WINDOW_FULLSCREEN;
#endif
m->window = SDL_CreateWindow("TFT Simulator",
SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
SDL_HOR_RES * SDL_ZOOM, SDL_VER_RES * SDL_ZOOM, flag); /*last param. SDL_WINDOW_BORDERLESS to hide borders*/
m->renderer = SDL_CreateRenderer(m->window, -1, SDL_RENDERER_SOFTWARE);
m->texture = SDL_CreateTexture(m->renderer,
SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STATIC, SDL_HOR_RES, SDL_VER_RES);
SDL_SetTextureBlendMode(m->texture, SDL_BLENDMODE_BLEND);
/*Initialize the frame buffer to gray (77 is an empirical value) */
#if SDL_DOUBLE_BUFFERED
SDL_UpdateTexture(m->texture, NULL, m->tft_fb_act, SDL_HOR_RES * sizeof(uint32_t));
#else
m->tft_fb = (uint32_t *)malloc(sizeof(uint32_t) * SDL_HOR_RES * SDL_VER_RES);
memset(m->tft_fb, 0x44, SDL_HOR_RES * SDL_VER_RES * sizeof(uint32_t));
#endif
m->sdl_refr_qry = true;
}
static void window_update(monitor_t * m)
{
#if SDL_DOUBLE_BUFFERED == 0
SDL_UpdateTexture(m->texture, NULL, m->tft_fb, SDL_HOR_RES * sizeof(uint32_t));
#else
if(m->tft_fb_act == NULL) return;
SDL_UpdateTexture(m->texture, NULL, m->tft_fb_act, SDL_HOR_RES * sizeof(uint32_t));
#endif
SDL_RenderClear(m->renderer);
lv_disp_t * d = _lv_refr_get_disp_refreshing();
if(d->driver->screen_transp) {
SDL_SetRenderDrawColor(m->renderer, 0xff, 0, 0, 0xff);
SDL_Rect r;
r.x = 0; r.y = 0; r.w = SDL_HOR_RES; r.h = SDL_VER_RES;
SDL_RenderDrawRect(m->renderer, &r);
}
/*Update the renderer with the texture containing the rendered image*/
SDL_RenderCopy(m->renderer, m->texture, NULL, NULL);
SDL_RenderPresent(m->renderer);
}