forked from len0rd/rockbox
puzzles: clean up and document some voodoo
Change-Id: I13d987cc148f053778474e99c719cc8439ec53c0
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7da8137bdb
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1 changed files with 55 additions and 17 deletions
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@ -49,7 +49,7 @@
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/* how many ticks between timer callbacks */
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#define TIMER_INTERVAL (HZ / 50)
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/* no c200v2 */
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/* Disable some features if we're memory constrained (c200v2) */
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#if PLUGIN_BUFFER_SIZE > 0x14000
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#define DEBUG_MENU
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#define FONT_CACHING
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@ -61,12 +61,14 @@
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#define BG_B .9f
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#define BG_COLOR LCD_RGBPACK((int)(255*BG_R), (int)(255*BG_G), (int)(255*BG_B))
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/* used for invalid config value message */
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#define ERROR_COLOR LCD_RGBPACK(255, 0, 0)
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/* subtract two to allow for the fixed and UI fonts */
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#define MAX_FONTS (MAXUSERFONTS - 2)
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#define FONT_TABLE PLUGIN_GAMES_DATA_DIR "/.sgt-puzzles.fnttab"
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/* font bundle size range */
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/* font bundle size range (in pixels) */
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#define BUNDLE_MIN 7
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#define BUNDLE_MAX 36
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#define BUNDLE_COUNT (BUNDLE_MAX - BUNDLE_MIN + 1)
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@ -74,7 +76,7 @@
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/* max length of C_STRING config vals */
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#define MAX_STRLEN 128
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/* try to increment a numeric config value up to this much */
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/* attempt to increment a numeric config value up to this much */
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#define CHOOSER_MAX_INCR 2
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/* max font table line */
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@ -90,15 +92,19 @@
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#define midend_colors midend_colours
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#endif
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/* zoom stuff */
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/* magnification factor */
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#define ZOOM_FACTOR 3
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/* distance to pan per click (in pixels) */
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#define PAN_X (MIN(LCD_HEIGHT, LCD_WIDTH) / 4)
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#define PAN_Y (MIN(LCD_HEIGHT, LCD_WIDTH) / 4)
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/* utility macros */
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#undef ABS
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#define ABS(a) ((a)<0?-(a):(a))
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#define SWAP(a, b, t) do { t = a; a = b; b = t; } while(0);
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#define SWAP(a, b, t) do { t = a; a = b; b = t; } while(0)
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/* fixed-point stuff (for antialiased lines) */
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#define fp_fpart(f, bits) ((f) & ((1 << (bits)) - 1))
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#define fp_rfpart(f, bits) ((1 << (bits)) - fp_fpart(f, bits))
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#define FRACBITS 16
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@ -170,8 +176,11 @@ static struct {
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// used in menu titles - make sure to initialize!
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static char menu_desc[32];
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/* These are re-implementations of many rockbox drawing functions, adapted to
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* draw into a custom framebuffer (used for the zoom feature). */
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/*
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* These are re-implementations of many rockbox drawing functions, adapted to
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* draw into a custom framebuffer (used for the zoom feature):
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*/
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static void zoom_drawpixel(int x, int y)
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{
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if(y < zoom_clipu || y >= zoom_clipd)
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@ -319,9 +328,11 @@ static void zoom_mono_bitmap(const unsigned char *bits, int x, int y, int w, int
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}
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}
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/* Rockbox's alpha format is actually pretty sane: each byte holds
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/*
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* Rockbox's alpha format is actually pretty sane: each byte holds
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* alpha values for two horizontally adjacent pixels. Low half is
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* leftmost pixel. See lcd-16bit-common.c for more info. */
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* leftmost pixel. See lcd-16bit-common.c for more info.
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*/
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static void zoom_alpha_bitmap(const unsigned char *bits, int x, int y, int w, int h)
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{
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const unsigned char *ptr = bits;
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@ -351,7 +362,28 @@ static void zoom_alpha_bitmap(const unsigned char *bits, int x, int y, int w, in
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}
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}
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/* font management routines */
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/*
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* Font management routines
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*
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* Many puzzles need a dynamic font size, especially when zooming
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* in. Rockbox's default font set does not provide the consistency we
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* need across different sizes, so instead we ship a custom font pack
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* for sgt-puzzles, available from [1] or through Rockbox Utility.
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*
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* The font pack consists of 3 small-size fonts, and the Deja Vu
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* Sans/Mono fonts, rasterized in sizes from 10 to BUNDLE_MAX
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* (currently 36).
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*
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* The font loading code below tries to be smart about loading fonts:
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* when games are saved, the set of fonts that were loaded during
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* execution is written to a "font table" on disk. On subsequent
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* loads, the fonts in this table are precached while the game is
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* loaded (and the disk is spinning, on hard drive devices). We also
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* have a form of LRU caching implemented to dynamically evict fonts
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* from Rockbox's in-memory cache, which is of limited size.
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*
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* [1]: http://download.rockbox.org/useful/sgt-fonts.zip
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*/
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static struct bundled_font {
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int status; /* -3 = never tried loading, or unloaded, -2 = failed to load, >= -1: loaded successfully */
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@ -411,8 +443,10 @@ static void font_path(char *buf, int type, int size)
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static void rb_setfont(int type, int size)
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{
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/* out of range (besides, no puzzle should ever need this large
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of a font, anyways) */
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/*
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* First, clamp to range. No puzzle should ever need this large of
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* a font, anyways.
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*/
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if(size > BUNDLE_MAX)
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size = BUNDLE_MAX;
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@ -420,7 +454,7 @@ static void rb_setfont(int type, int size)
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{
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if(size < 7) /* no teeny-tiny fonts */
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size = 7;
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/* assume monospace for these */
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/* assume monospace for 7-9px fonts */
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type = FONT_FIXED;
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}
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@ -432,7 +466,7 @@ static void rb_setfont(int type, int size)
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/* never loaded */
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char buf[MAX_PATH];
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font_path(buf, type, size);
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if(n_fonts >= MAX_FONTS) /* safety margin, FIXME */
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if(n_fonts >= MAX_FONTS)
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{
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/* unload an old font */
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int oldest_use = -1, oldest_idx = -1;
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@ -1278,12 +1312,16 @@ static void rb_draw_update(void *handle, int x, int y, int w, int h)
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{
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LOGF("rb_draw_update(%d, %d, %d, %d)", x, y, w, h);
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/* It seems that the puzzles use a different definition of
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/*
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* It seems that the puzzles use a different definition of
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* "updating" the display than Rockbox does; by calling this
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* function, it tells us that it has either already drawn to the
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* updated area (as rockbox assumes), or that it WILL draw to the
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* said area. Thus we simply remember a rectangle that contains
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* all the updated regions and update it at the very end. */
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* said area in the future (in which case we will draw
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* nothing). Because we don't know which of these is the case, we
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* simply remember a rectangle that contains all the updated
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* regions and update it at the very end.
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*/
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/* adapted from gtk.c */
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if (!need_draw_update || ud_l > x ) ud_l = x;
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